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annotate librpg/rpg/battle.h @ 223:560303066120
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author | David Demelier <markand@malikania.fr> |
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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. |
208
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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 */ |
208
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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 */ |