annotate libmlk-rpg/mlk/rpg/battle-entity.c @ 567:90302d95cd33

core: doxygenize util
author David Demelier <markand@malikania.fr>
date Wed, 08 Mar 2023 21:13:07 +0100
parents 6100c643dba0
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1 /*
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2 * battle-entity.c -- in game battle entity
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3 *
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4 * Copyright (c) 2020-2023 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 <mlk/core/sprite.h>
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22 #include <mlk/core/texture.h>
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23
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24 #include "battle.h"
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25 #include "battle-entity.h"
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26 #include "battle-entity-state.h"
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27 #include "battle-entity-state-normal.h"
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28 #include "character.h"
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29
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30 static void
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31 draw_name(const struct battle_entity *et, const struct battle *bt)
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32 {
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33 (void)bt;
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34
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35 struct mlk_label label = et->name;
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36
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37 #if 0
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38 label.theme = BATTLE_THEME(bt);
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39 #endif
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41 #if 0
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42 if (et == battle_current(bt))
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43 label.flags |= MLK_LABEL_FLAGS_SELECTED;
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44 else
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45 label.flags &= ~MLK_LABEL_FLAGS_SELECTED;
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46 #endif
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47
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48 mlk_label_draw(&label);
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49 }
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50
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51 void
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52 battle_entity_init(struct battle_entity *et)
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53 {
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54 assert(et);
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55
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56 character_reset(et->ch);
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57 mlk_texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255);
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58
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59 battle_entity_state_normal(et);
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60 }
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61
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62 int
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63 battle_entity_ok(const struct battle_entity *et)
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64 {
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65 return et && character_ok(et->ch);
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66 }
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67
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68 void
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69 battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st)
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70 {
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71 assert(et);
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72 assert(st);
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73
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74 if (et->state)
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75 battle_entity_state_finish(et->state, et);
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76
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77 et->state = st;
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78 }
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79
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80 int
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81 battle_entity_update(struct battle_entity *et, unsigned int ticks)
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82 {
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83 assert(et);
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84
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85 return battle_entity_state_update(et->state, et, ticks);
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86 }
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87
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88 void
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89 battle_entity_draw_sprite(const struct battle_entity *et)
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90 {
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91 struct mlk_sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
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92 int row;
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93
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94 /*
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95 * Ennemies are usually defined with a single image as such the
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96 * sprite may contain only one cell/row. Otherwise if the user
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97 * have provided a structured sprite, use appropriate row.
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98 */
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99 if (sprite->nrows >= 6)
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100 row = 6;
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101 else
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102 row = 0;
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103
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104 mlk_sprite_draw(sprite, row, 0, et->x, et->y);
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105 }
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106
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107 void
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108 battle_entity_draw(const struct battle_entity *et, const struct battle *bt)
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109 {
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110 assert(et);
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111 assert(bt);
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112
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113 draw_name(et, bt);
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114 battle_entity_state_draw(et->state, et);
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115 }
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116
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117 void
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118 battle_entity_finish(struct battle_entity *et)
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119 {
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120 assert(et);
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121
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122 battle_entity_state_finish(et->state, et);
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123 }