Mercurial > molko
annotate librpg/rpg/battle.c @ 192:4ad7420ab678
rpg: add minimalist battle system, continue #2477 @60h
- Implement battle as states,
- Add basic support for spells (no calculation yet),
- Add won/lost state,
- Add animations and messages,
- Add order.
author | David Demelier <markand@malikania.fr> |
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date | Sat, 07 Nov 2020 16:00:39 +0100 |
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children | c0e0d4accae8 |
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/painter.h> |
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28 #include <core/sprite.h> |
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29 #include <core/texture.h> |
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30 #include <core/util.h> |
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31 #include <core/window.h> |
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32 |
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33 #include <ui/align.h> |
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34 #include <ui/frame.h> |
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35 #include <ui/label.h> |
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36 #include <ui/theme.h> |
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37 |
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38 #include "battle.h" |
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39 #include "battle-indicator.h" |
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40 #include "battle-state.h" |
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41 #include "battle-state-opening.h" |
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42 #include "battle-state-menu.h" |
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43 #include "battle-state-ai.h" |
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44 #include "character.h" |
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45 #include "spell.h" |
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46 |
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47 struct indicator { |
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48 struct drawable dw; |
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49 struct battle_indicator bti; |
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50 }; |
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51 |
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52 static bool |
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53 indicator_update(struct drawable *dw, unsigned int ticks) |
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54 { |
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55 struct indicator *id = dw->data; |
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56 |
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57 return battle_indicator_update(&id->bti, ticks); |
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58 } |
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59 |
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60 static void |
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61 indicator_draw(struct drawable *dw) |
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62 { |
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63 const struct indicator *id = dw->data; |
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64 |
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65 battle_indicator_draw(&id->bti, dw->x, dw->y); |
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66 } |
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67 |
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68 static void |
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69 indicator_free(struct drawable *dw) |
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70 { |
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71 struct indicator *id = dw->data; |
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72 |
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73 battle_indicator_finish(&id->bti); |
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74 free(id); |
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75 } |
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76 |
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77 static struct battle_entity * |
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78 find(struct battle *bt, const struct character *ch) |
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79 { |
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80 struct battle_entity *et; |
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81 |
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82 BATTLE_TEAM_FOREACH(bt, et) |
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83 if (et->ch == ch) |
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84 return et; |
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85 BATTLE_ENEMY_FOREACH(bt, et) |
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86 if (et->ch == ch) |
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87 return et; |
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88 |
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89 return NULL; |
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90 } |
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91 |
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92 static int |
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93 cmp_order(const void *d1, const void *d2) |
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94 { |
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95 const struct battle_entity *et1 = *(const struct battle_entity **)d1; |
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96 const struct battle_entity *et2 = *(const struct battle_entity **)d2; |
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97 |
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98 return et1->ch->agt < et2->ch->agt; |
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99 } |
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100 |
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101 static bool |
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102 is_team(const struct battle *bt, const struct battle_entity *et) |
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103 { |
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104 for (size_t i = 0; i < BATTLE_TEAM_MAX; ++i) |
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105 if (&bt->team[i] == et) |
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106 return true; |
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107 |
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108 return false; |
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109 } |
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110 |
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111 static void |
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112 positionate_name(struct battle_entity *et, const struct battle *bt) |
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113 { |
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114 unsigned int lw; |
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115 |
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116 /* Show the character name below its sprite. */ |
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117 et->name.text = et->ch->name; |
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118 et->name.flags = LABEL_FLAGS_SHADOW; |
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119 label_query(&et->name, &lw, NULL); |
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120 et->name.y = et->y + et->ch->sprite->cellh + BATTLE_THEME(bt)->padding; |
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121 et->name.x = et->x + (et->ch->sprite->cellw / 2) - (lw / 2); |
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122 } |
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123 |
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124 static void |
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125 positionate_names(struct battle *bt) |
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126 { |
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127 struct battle_entity *et; |
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128 |
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129 BATTLE_TEAM_FOREACH(bt, et) |
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130 if (character_ok(et->ch)) |
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131 positionate_name(et, bt); |
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132 BATTLE_ENEMY_FOREACH(bt, et) |
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133 if (character_ok(et->ch)) |
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134 positionate_name(et, bt); |
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135 } |
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136 |
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137 static void |
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138 positionate_team(struct battle *bt) |
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139 { |
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140 struct battle_entity *et; |
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141 unsigned int requirement = 0, nmemb = 0, spacing; |
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142 int x, y; |
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143 |
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144 BATTLE_TEAM_FOREACH(bt, et) { |
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145 /* Stop in case any member of the team has been positionated. */ |
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146 if (et->x != 0 || et->y != 0) |
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147 return; |
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148 |
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149 if (character_ok(et->ch) && sprite_ok(et->ch->sprite)) { |
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150 nmemb++; |
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151 requirement += et->ch->sprite->cellh; |
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152 } |
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153 } |
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154 |
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155 /* TODO: compute a correct x placement. */ |
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156 spacing = (window.h - requirement) / (nmemb + 1); |
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157 x = window.w - 200; |
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158 y = spacing; |
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159 |
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160 BATTLE_TEAM_FOREACH(bt, et) { |
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161 if (character_ok(et->ch) && sprite_ok(et->ch->sprite)) { |
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162 et->x = x; |
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163 et->y = y; |
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164 y += et->ch->sprite->cellh + spacing; |
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165 } |
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166 } |
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167 } |
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168 |
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169 static void |
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170 positionate_bar(struct battle *bt) |
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171 { |
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172 /* Bar is located at bottom. */ |
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173 bt->bar.w = window.w; |
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174 bt->bar.h = window.h * 0.12; |
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175 bt->bar.x = 0; |
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176 bt->bar.y = window.h - bt->bar.h; |
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177 |
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178 battle_bar_positionate(&bt->bar, bt); |
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179 } |
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180 |
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181 static void |
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182 draw_entity_sprite(const struct battle_entity *et) |
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183 { |
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184 struct sprite *sprite = et->ch->sprite; |
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185 int row; |
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186 |
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187 /* |
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188 * Ennemies are usually defined with a single image as such the |
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189 * sprite may contain only one cell/row. Otherwise if the user |
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190 * have provided a structured sprite, use appropriate row. |
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191 */ |
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192 if (sprite->nrows >= 6) |
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193 row = 6; |
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194 else |
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195 row = 0; |
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196 |
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197 sprite_draw(et->ch->sprite, row, 0, et->x, et->y); |
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198 } |
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199 |
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200 static void |
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201 draw_entity_name(const struct battle_entity *et, const struct battle *bt) |
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202 { |
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203 struct theme theme; |
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204 struct label label = et->name; |
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205 |
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206 if (et == bt->order_cur) { |
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207 theme_shallow(&theme, bt->theme); |
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208 label.theme = &theme; |
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209 theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED]; |
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210 } |
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211 |
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212 label_draw(&label); |
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213 } |
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214 |
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215 static void |
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216 draw_entity(const struct battle_entity *et, const struct battle *bt) |
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217 { |
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218 draw_entity_sprite(et); |
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219 draw_entity_name(et, bt); |
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220 } |
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221 |
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222 static void |
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223 draw_entities(const struct battle *bt, struct battle_entity *entities, size_t entitiesz) |
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224 { |
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225 for (size_t i = 0; i < entitiesz; ++i) { |
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226 if (character_ok(entities[i].ch) && sprite_ok(entities[i].ch->sprite)) |
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227 draw_entity(&entities[i], bt); |
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228 } |
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229 } |
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230 |
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231 void |
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232 battle_start(struct battle *bt) |
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233 { |
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234 struct battle_entity *et; |
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235 |
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236 BATTLE_TEAM_FOREACH(bt, et) { |
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237 if (character_ok(et->ch)) { |
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238 character_reset(et->ch); |
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239 texture_set_alpha_mod(et->ch->sprite->texture, 255); |
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240 } |
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241 } |
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242 BATTLE_ENEMY_FOREACH(bt, et) { |
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243 if (character_ok(et->ch)) { |
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244 character_reset(et->ch); |
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245 texture_set_alpha_mod(et->ch->sprite->texture, 255); |
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246 } |
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247 } |
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248 |
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249 positionate_team(bt); |
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250 positionate_bar(bt); |
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251 positionate_names(bt); |
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252 |
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253 /* Start the state "opening" animation. */ |
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254 battle_state_opening(bt); |
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255 } |
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256 |
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257 void |
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258 battle_switch(struct battle *bt, struct battle_state *st) |
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259 { |
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260 assert(bt); |
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261 assert(st); |
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262 |
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263 if (bt->state) |
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264 battle_state_finish(bt->state, bt); |
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265 |
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266 bt->state = st; |
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267 } |
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268 |
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269 void |
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270 battle_order(struct battle *bt) |
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271 { |
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272 struct battle_entity *et, **porder; |
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273 |
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274 /* First, put a pointer for every enemy/team member. */ |
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275 porder = &bt->order[0]; |
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276 |
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277 BATTLE_TEAM_FOREACH(bt, et) |
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278 if (character_ok(et->ch)) |
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279 *porder++ = et; |
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280 BATTLE_ENEMY_FOREACH(bt, et) |
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281 if (character_ok(et->ch)) |
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282 *porder++ = et; |
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283 |
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284 /* Now sort. */ |
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285 qsort(bt->order, porder - bt->order, sizeof (*porder), cmp_order); |
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286 } |
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287 |
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288 void |
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289 battle_attack(struct battle *bt, struct character *source, struct character *target) |
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290 { |
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291 assert(bt); |
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292 assert(character_ok(source)); |
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293 assert(character_ok(target)); |
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294 |
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295 /* TODO: Extreme computation of damage. */ |
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296 unsigned int count = 10; |
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297 |
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298 if (count > (unsigned int)target->hp) |
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299 target->hp = 0; |
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300 else |
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301 target->hp -= count; |
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302 |
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303 battle_indicator_hp(bt, target, count); |
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304 } |
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305 |
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306 void |
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307 battle_cast(struct battle *bt, |
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308 struct character *source, |
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309 const struct spell *spell, |
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310 unsigned int selection) |
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311 { |
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312 assert(bt); |
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313 assert(source); |
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314 assert(spell); |
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315 assert((unsigned int)source->mp >= spell->mp); |
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316 |
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317 source->mp -= spell->mp; |
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318 spell_action(spell, bt, source, selection); |
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319 } |
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320 |
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321 void |
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322 battle_next(struct battle *bt) |
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323 { |
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324 assert(bt); |
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325 |
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326 battle_bar_reset(&bt->bar); |
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327 |
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328 if (!bt->order_cur) |
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329 bt->order_cur = bt->order[bt->order_curindex = 0]; |
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330 else { |
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331 /* End of turn. */ |
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332 if (++bt->order_curindex >= BATTLE_ENTITY_MAX || !bt->order[bt->order_curindex]) { |
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333 battle_order(bt); |
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334 bt->order_cur = bt->order[bt->order_curindex = 0]; |
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335 } else |
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336 bt->order_cur = bt->order[bt->order_curindex]; |
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337 } |
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338 |
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339 /* Change state depending on the kind of entity. */ |
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340 if (is_team(bt, bt->order_cur)) { |
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341 battle_bar_open_menu(&bt->bar); |
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342 battle_state_menu(bt); |
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343 } else |
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344 battle_state_ai(bt); |
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345 } |
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346 |
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347 void |
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348 battle_indicator_hp(struct battle *bt, const struct character *target, unsigned int amount) |
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349 { |
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350 assert(bt); |
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351 assert(target); |
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352 |
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353 const struct battle_entity *et = find(bt, target); |
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354 struct indicator *id = alloc_zero(1, sizeof (*id)); |
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355 |
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356 id->bti.color = BATTLE_INDICATOR_HP_COLOR; |
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357 id->bti.amount = amount; |
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358 |
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359 id->dw.x = et->x + target->sprite->cellw; |
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360 id->dw.y = et->y + target->sprite->cellh; |
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361 id->dw.data = id; |
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362 id->dw.update = indicator_update; |
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363 id->dw.draw = indicator_draw; |
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364 id->dw.finish = indicator_free; |
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365 |
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366 battle_indicator_start(&id->bti); |
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367 |
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368 if (!drawable_stack_add(&bt->effects, &id->dw)) |
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369 drawable_finish(&id->dw); |
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370 } |
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371 |
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372 void |
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373 battle_handle(struct battle *bt, const union event *ev) |
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374 { |
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375 assert(bt && bt->state); |
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376 assert(ev); |
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377 |
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378 /* Handle actions. */ |
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379 action_stack_handle(&bt->actions[0], ev); |
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380 action_stack_handle(&bt->actions[1], ev); |
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381 |
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382 /* Handling of action is disallowed if there are pending actions. */ |
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383 if (action_stack_completed(&bt->actions[0])) |
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384 battle_state_handle(bt->state, bt, ev); |
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385 } |
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386 |
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387 bool |
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388 battle_update(struct battle *bt, unsigned int ticks) |
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389 { |
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390 assert(bt && bt->state); |
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391 |
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392 action_stack_update(&bt->actions[0], ticks); |
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393 action_stack_update(&bt->actions[1], ticks); |
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394 drawable_stack_update(&bt->effects, ticks); |
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395 |
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396 /* Game cannot update if the actions[0] stack isn't completed. */ |
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397 if (!action_stack_completed(&bt->actions[0])) |
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398 return false; |
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399 |
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400 return battle_state_update(bt->state, bt, ticks); |
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401 } |
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402 |
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403 void |
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404 battle_draw(struct battle *bt) |
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405 { |
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406 assert(bt && bt->state); |
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407 |
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408 painter_set_color(0xffffffff); |
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409 painter_clear(); |
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410 |
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411 if (bt->background && texture_ok(bt->background)) |
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412 texture_draw(bt->background, 0, 0); |
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413 |
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414 /* Draw entities. */ |
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415 draw_entities(bt, bt->team, NELEM(bt->team)); |
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416 draw_entities(bt, bt->enemies, NELEM(bt->enemies)); |
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417 |
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418 battle_bar_draw(&bt->bar, bt); |
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419 |
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420 action_stack_draw(&bt->actions[0]); |
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421 action_stack_draw(&bt->actions[1]); |
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422 |
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423 drawable_stack_draw(&bt->effects); |
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424 |
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425 return battle_state_draw(bt->state, bt); |
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426 } |
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427 |
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428 void |
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429 battle_finish(struct battle *bt) |
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430 { |
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431 assert(bt); |
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432 |
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433 if (bt->state) |
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434 battle_state_finish(bt->state, bt); |
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435 |
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436 drawable_stack_finish(&bt->effects); |
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437 |
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438 action_stack_finish(&bt->actions[0]); |
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439 action_stack_finish(&bt->actions[1]); |
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440 |
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441 memset(bt, 0, sizeof (*bt)); |
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442 } |