Mercurial > molko
annotate libmlk-rpg/rpg/battle-entity-state.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
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date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | librpg/rpg/battle-entity-state.h@86b71e1f9dd5 |
children | 6367b976112d |
rev | line source |
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1 /* |
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2 * battle-entity-state.h -- abstract battle entity state |
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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_RPG_BATTLE_ENTITY_STATE_H |
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20 #define MOLKO_RPG_BATTLE_ENTITY_STATE_H |
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21 |
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22 /** |
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23 * \file battle-entity-state.h |
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24 * \brief Abstract battle entity state. |
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25 * |
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26 * To animate and update battle entities this structure help splitting the logic |
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27 * into differents parts. |
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28 * |
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29 * In contrast to battle states, battle entity states should not switch |
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30 * themselves into an other one because battle states may need to wait until the |
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31 * entity state has finished to continue their own work. |
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32 * |
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33 * \note Do not call pointer functions directly but use the functions from this |
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34 * file since they may do additional work. |
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35 */ |
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36 |
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37 #include <stdbool.h> |
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38 |
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39 struct battle_entity; |
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40 |
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41 /** |
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42 * \brief Abstract battle entity state. |
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43 */ |
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44 struct battle_entity_state { |
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45 /** |
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46 * (+&?) Optional state data. |
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47 */ |
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48 void *data; |
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49 |
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50 /** |
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51 * (+?) Update the entity. |
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52 * |
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53 * This function should understand a value of 0 as ticks to just request |
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54 * the state's status. |
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55 * |
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56 * \pre st != NULL |
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57 * \pre et != NULL |
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58 * \param st this state |
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59 * \param et the entity owner |
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60 * \param ticks elapsed milliseconds since last frame |
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61 * \return True if complete. |
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62 */ |
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63 bool (*update)(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); |
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64 |
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65 /** |
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66 * (+?) Draw the entity. |
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67 * |
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68 * If this function is NULL, the default behavior is to draw the entity |
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69 * sprite at its current position. |
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70 * |
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71 * \pre st != NULL |
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72 * \pre et != NULL |
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73 * \param st this state |
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74 * \param et the entity owner |
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75 */ |
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76 void (*draw)(const struct battle_entity_state *st, const struct battle_entity *et); |
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77 |
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78 /** |
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79 * (+?) Clear resources. |
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80 * |
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81 * \pre st != NULL |
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82 * \pre et != NULL |
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83 * \param st this state |
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84 * \param et the entity owner |
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85 */ |
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86 void (*finish)(struct battle_entity_state *st, struct battle_entity *et); |
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87 }; |
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88 |
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89 /** |
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90 * Shortcut for st->update (if not NULL). |
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91 * |
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92 * \pre st != NULL |
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93 * \pre et != NULL |
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94 * \param st this state |
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95 * \param et the entity owner |
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96 * \param ticks elapsed milliseconds since last frame |
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97 * \return True if complete. |
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98 */ |
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99 bool |
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100 battle_entity_state_update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); |
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101 |
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102 /** |
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103 * Call st->draw or default implementation if NULL. |
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104 * |
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105 * \pre st != NULL |
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106 * \pre et != NULL |
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107 * \param st this state |
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108 * \param et the entity owner |
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109 */ |
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110 void |
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111 battle_entity_state_draw(const struct battle_entity_state *st, const struct battle_entity *et); |
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112 |
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113 /** |
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114 * Shortcut for st->finish (if not NULL). |
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115 * |
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116 * \pre st != NULL |
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117 * \pre et != NULL |
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118 * \param st this state |
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119 * \param et the entity owner |
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120 */ |
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121 void |
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122 battle_entity_state_finish(struct battle_entity_state *st, struct battle_entity *et); |
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123 |
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124 #endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_H */ |