annotate src/libmlk-rpg/rpg/character.c @ 320:8f9937403749

misc: improve loading of data
author David Demelier <markand@malikania.fr>
date Fri, 01 Oct 2021 20:30:00 +0200
parents libmlk-rpg/rpg/character.c@d01e83210ca2
children ea4a3af71c18
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1 /*
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2 * character.c -- character definition
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3 *
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4 * Copyright (c) 2020-2021 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
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21 #include <core/sprite.h>
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22
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23 #include <assets/sql/character-save.h>
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24 #include <assets/sql/character-load.h>
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25
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26 #include "character.h"
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27 #include "equipment.h"
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28 #include "save.h"
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29
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30 int
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31 character_ok(const struct character *ch)
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32 {
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33 return ch && ch->name && ch->reset && sprite_ok(ch->sprites[CHARACTER_SPRITE_NORMAL]);
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34 }
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35
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36 const char *
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37 character_status_string(enum character_status status)
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38 {
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39 /*
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40 * We expect the user to only specify one status as character_status
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41 * is a bitmask.
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42 */
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43 switch (status) {
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44 case CHARACTER_STATUS_POISON:
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45 return "poison";
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46 default:
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47 return "normal";
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48 }
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49 }
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50
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51 void
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52 character_reset(struct character *ch)
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53 {
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54 assert(character_ok(ch));
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55
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56 ch->reset(ch);
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57
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58 /* For all equipments, apply its equip function. */
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59 for (int i = 0; i < CHARACTER_EQUIPMENT_NUM; ++i)
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60 if (ch->equipments[i])
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61 equipment_equip(ch->equipments[i], ch);
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62 }
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63
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64 void
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65 character_exec(struct character *ch, struct battle *bt)
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66 {
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67 assert(character_ok(ch));
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68
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69 if (ch->exec)
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70 ch->exec(ch, bt);
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71 }
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72
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73 int
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74 character_save(const struct character *ch, struct save *s)
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75 {
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76 assert(ch);
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77 assert(save_ok(s));
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78
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79 return save_exec(s, (const char *)assets_sql_character_save, "s iii i iiiiii",
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80 ch->name,
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81 ch->hp,
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82 ch->mp,
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83 ch->level,
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84 ch->team_order,
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85 ch->hpbonus,
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86 ch->mpbonus,
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87 ch->atkbonus,
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88 ch->defbonus,
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89 ch->agtbonus,
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90 ch->luckbonus
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91 );
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92 }
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93
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94 int
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95 character_load(struct character *ch, struct save *s)
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96 {
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97 assert(ch);
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98 assert(save_ok(s));
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99
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100 struct save_stmt stmt;
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101 int ret;
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102
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103 if (save_stmt_init(s, &stmt, (const char *)assets_sql_character_load, "s", ch->name) < 0)
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104 return -1;
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105
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106 ret = save_stmt_next(&stmt, "iii i iiiiii",
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107 &ch->hp,
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108 &ch->mp,
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109 &ch->level,
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110 &ch->team_order,
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111 &ch->hpbonus,
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112 &ch->mpbonus,
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113 &ch->atkbonus,
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114 &ch->defbonus,
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115 &ch->agtbonus,
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116 &ch->luckbonus
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117 );
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118
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119 save_stmt_finish(&stmt);
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120
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121 return 0;
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122 }