annotate librpg/rpg/battle.h @ 223:560303066120

tools: sync latest bcc While here rename to mlk-bcc like other tools.
author David Demelier <markand@malikania.fr>
date Wed, 18 Nov 2020 19:09:23 +0100
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1 /*
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2 * battle.h -- 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 #ifndef MOLKO_BATTLE_H
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20 #define MOLKO_BATTLE_H
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21
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22 #include <stdbool.h>
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23
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24 #include <core/action.h>
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25 #include <core/drawable.h>
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26
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27 #include <ui/frame.h>
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28 #include <ui/label.h>
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29 #include <ui/gridmenu.h>
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30
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31 #include "battle-bar.h"
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32 #include "battle-state.h"
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33 #include "selection.h"
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34 #include "spell.h"
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35
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36 union event;
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37
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38 struct character;
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39 struct music;
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40 struct spell;
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41 struct theme;
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42
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43 #define BATTLE_TEAM_MAX (4) /*!< Maximum team members. */
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44 #define BATTLE_ENEMY_MAX (8) /*!< Maximum enemies. */
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45 #define BATTLE_ENTITY_MAX \
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46 (BATTLE_TEAM_MAX + BATTLE_ENEMY_MAX)
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47
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48 #define BATTLE_TEAM_FOREACH(bt, iter) \
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49 for (size_t i = 0; i < BATTLE_TEAM_MAX && ((iter) = &(bt)->team[i]); ++i)
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50 #define BATTLE_ENEMY_FOREACH(bt, iter) \
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51 for (size_t i = 0; i < BATTLE_ENEMY_MAX && ((iter) = &(bt)->enemies[i]); ++i)
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52
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53 #define BATTLE_THEME(bt) ((bt)->theme ? (bt)->theme : theme_default())
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54
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55 /**
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56 * \brief In battle entity.
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57 */
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58 struct battle_entity {
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59 struct character *ch; /*!< (+&?) Character to use. */
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60 int x; /*!< (+) Position on screen. */
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61 int y; /*!< (+) Position on screen. */
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62 struct label name; /*!< (*) Where its name label is located. */
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63 };
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64
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65 /**
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66 * \brief Generic battle status.
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67 */
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68 enum battle_status {
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69 BATTLE_STATUS_NONE, /*!< Battle is not even started. */
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70 BATTLE_STATUS_RUNNING, /*!< Battle is running. */
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71 BATTLE_STATUS_WON, /*!< Battle has been won. */
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72 BATTLE_STATUS_LOST, /*!< Battle has been lost. */
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73 };
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74
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75 /**
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76 * \brief Battle structure.
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77 */
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78 struct battle {
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79 /**
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80 * (+&?) Battle state.
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81 */
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82 struct battle_state *state;
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83
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84 /**
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85 * (-) Battle status.
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86 *
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87 * This information is provided as final result once the battle has
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88 * completed, modifying by the user won't change the battle routines.
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89 */
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90 enum battle_status status;
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91
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92 /**
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93 * (+) Member of team.
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94 */
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95 struct battle_entity team[BATTLE_TEAM_MAX];
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96
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97 /**
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98 * (+) Ennemies to fight.
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99 */
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100 struct battle_entity enemies[BATTLE_ENEMY_MAX];
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101
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102 /**
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103 * (+&?) Order of playing.
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104 */
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105 struct battle_entity *order[BATTLE_ENTITY_MAX];
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106
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107 /**
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108 * (-&?) Current entity playing.
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109 */
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110 struct battle_entity *order_cur;
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111
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112 /**
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113 * (-) Current entity playing index.
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114 */
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115 size_t order_curindex;
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116
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117 /**
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118 * (+&?) An optional background.
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119 */
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120 struct texture *background;
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121
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122 /**
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123 * (+&?) A music to play.
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124 *
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125 * Music to play in the battle:
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126 *
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127 * - [0]: while the battle is running,
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128 * - [1]: in case of victory,
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129 * - [2]: in case of lost.
192
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130 */
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131 struct music *music[3];
192
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132
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133 /**
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134 * (+&?) Theme to use.
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135 */
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136 struct theme *theme;
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137
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138 /**
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139 * (+) Stack of animations.
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140 *
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141 * The drawing animations are ran in parallel.
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142 */
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143 struct drawable_stack effects;
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144
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145 /**
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146 * (+) Stack of actions.
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147 *
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148 * The array [0] contains actions that must complete to continue the
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149 * battle, it can be used to write some messages while blocking the
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150 * battle.
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151 *
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152 * The array [1] is a set of actions that run in "parallel" and don't
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153 * prevent the battle from continuing.
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154 */
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155 struct action_stack actions[2];
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156
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157 /**
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158 * (-) Bottom bar.
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159 */
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160 struct battle_bar bar;
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161 };
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162
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163 /**
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164 * Call this function before using the battle but after calling \a battle_init.
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165 *
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166 * If the team entities are positioned to 0, 0 they will be placed
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167 * automatically.
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168 *
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169 * \pre bt != NULL
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170 * \param bt the battle object
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171 */
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172 void
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173 battle_start(struct battle *bt);
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174
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175 /**
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176 * Select next member in team.
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177 *
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178 * \pre bt != NULL
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179 * \param bt the battle object
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180 */
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181 void
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182 battle_next(struct battle *bt);
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183
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184 /**
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185 * Change battle state.
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186 *
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187 * \pre bt != NULL
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188 * \pre st != NULL
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189 * \param bt the battle object
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190 * \param st the state (referenced)
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191 * \warning This will immediately close the current state and call finish field
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192 * function if defined.
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193 */
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194 void
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195 battle_switch(struct battle *bt, struct battle_state *st);
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196
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197 /**
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198 * Compute battle ordering.
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199 *
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200 * \pre bt != NULL
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201 * \param bt the battle object
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202 */
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203 void
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204 battle_order(struct battle *bt);
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205
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206 /**
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207 * Default function to calculate damage calculation from the source to the
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208 * given target and then add an amount indicator as a drawable.
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209 *
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210 * \pre bt != NULL
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211 * \pre source != NULL
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212 * \pre target != NULL
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213 * \param bt the battle object
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214 * \param source
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215 */
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216 void
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217 battle_attack(struct battle *bt, struct character *source, struct character *target);
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218
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219 /**
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220 * Default function to cast a spell.
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221 */
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222 void
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223 battle_cast(struct battle *bt,
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224 struct character *source,
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225 const struct spell *spell,
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226 unsigned int selection);
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227
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228 void
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229 battle_indicator_hp(struct battle *bt, const struct character *target, unsigned int amount);
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230
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231 /**
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232 * Handle an event.
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233 *
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234 * \pre bt != NULL
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235 * \pre ev != NULL
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236 * \param bt the battle object
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237 * \param ev the event
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238 */
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239 void
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240 battle_handle(struct battle *bt, const union event *ev);
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241
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242 /**
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243 * Update the battle.
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244 *
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245 * \pre bt != NULL
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246 * \param bt the battle object
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247 * \param ticks the number of milliseconds since last frame
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248 */
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249 bool
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250 battle_update(struct battle *bt, unsigned int ticks);
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251
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252 /**
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253 * Draw the battle.
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254 *
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255 * \pre bt != NULL
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256 * \param bt the battle object
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257 */
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258 void
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259 battle_draw(struct battle *bt);
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260
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261 /**
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262 * Finish and dispose resources if necessary.
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263 *
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264 * \pre bt != NULL
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265 * \param bt the battle object
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266 */
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267 void
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268 battle_finish(struct battle *bt);
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269
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270 #endif /* MOLKO_BATTLE_H */