Mercurial > molko
annotate libmlk-rpg/rpg/battle.h @ 246:a8512094169e
doc: update doxygen files list
author | David Demelier <markand@malikania.fr> |
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date | Mon, 30 Nov 2020 10:57:28 +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_RPG_BATTLE_H |
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20 #define MOLKO_RPG_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/gridmenu.h> |
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29 |
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30 #include "battle-bar.h" |
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31 #include "battle-entity.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 Generic battle status. |
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57 */ |
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58 enum battle_status { |
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59 BATTLE_STATUS_NONE, /*!< Battle is not even started. */ |
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60 BATTLE_STATUS_RUNNING, /*!< Battle is running. */ |
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61 BATTLE_STATUS_WON, /*!< Battle has been won. */ |
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62 BATTLE_STATUS_LOST, /*!< Battle has been lost. */ |
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63 }; |
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64 |
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65 /** |
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66 * \brief Battle structure. |
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67 */ |
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68 struct battle { |
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69 /** |
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70 * (+&?) Battle state. |
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71 */ |
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72 struct battle_state *state; |
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73 |
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74 /** |
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75 * (-) Battle status. |
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76 * |
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77 * This information is provided as final result once the battle has |
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78 * completed, modifying by the user won't change the battle routines. |
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79 */ |
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80 enum battle_status status; |
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81 |
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82 /** |
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83 * (+) Member of team. |
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84 */ |
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85 struct battle_entity team[BATTLE_TEAM_MAX]; |
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86 |
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87 /** |
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88 * (+) Ennemies to fight. |
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89 */ |
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90 struct battle_entity enemies[BATTLE_ENEMY_MAX]; |
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91 |
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92 /** |
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93 * (+&?) Order of playing. |
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94 */ |
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95 struct battle_entity *order[BATTLE_ENTITY_MAX]; |
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96 |
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97 /** |
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98 * (-&?) Current entity playing. |
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99 */ |
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100 struct battle_entity *order_cur; |
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101 |
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102 /** |
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103 * (-) Current entity playing index. |
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104 */ |
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105 size_t order_curindex; |
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106 |
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107 /** |
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108 * (+&?) An optional background. |
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109 */ |
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110 struct texture *background; |
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111 |
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112 /** |
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113 * (+&?) A music to play. |
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114 * |
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115 * Music to play in the battle: |
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116 * |
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117 * - [0]: while the battle is running, |
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118 * - [1]: in case of victory, |
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119 * - [2]: in case of lost. |
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120 */ |
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121 struct music *music[3]; |
192
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122 |
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123 /** |
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124 * (+&?) Theme to use. |
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125 */ |
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126 struct theme *theme; |
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127 |
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128 /** |
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129 * (+) Stack of animations. |
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130 * |
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131 * The drawing animations are ran in parallel. |
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132 */ |
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133 struct drawable_stack effects; |
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134 |
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135 /** |
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136 * (+) Stack of actions. |
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137 * |
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138 * The array [0] contains actions that must complete to continue the |
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139 * battle, it can be used to write some messages while blocking the |
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140 * battle. |
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141 * |
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142 * The array [1] is a set of actions that run in "parallel" and don't |
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143 * prevent the battle from continuing. |
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144 */ |
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145 struct action_stack actions[2]; |
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146 |
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147 /** |
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148 * (-) Bottom bar. |
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149 */ |
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150 struct battle_bar bar; |
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151 }; |
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152 |
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153 /** |
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154 * Call this function before using the battle but after calling \a battle_init. |
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155 * |
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156 * If the team entities are positioned to 0, 0 they will be placed |
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157 * automatically. |
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158 * |
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159 * \pre bt != NULL |
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160 * \param bt the battle object |
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161 */ |
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162 void |
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163 battle_start(struct battle *bt); |
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164 |
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165 /** |
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166 * Select next member in battle. |
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167 * |
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168 * \pre bt != NULL |
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169 * \param bt the battle object |
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170 */ |
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171 void |
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172 battle_next(struct battle *bt); |
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173 |
230
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174 struct battle_entity * |
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175 battle_find(struct battle *bt, const struct character *ch); |
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176 |
192
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177 /** |
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178 * Change battle state. |
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179 * |
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180 * \pre bt != NULL |
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181 * \pre st != NULL |
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182 * \param bt the battle object |
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183 * \param st the state (referenced) |
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184 * \warning This will immediately close the current state and call finish field |
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185 * function if defined. |
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186 */ |
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187 void |
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188 battle_switch(struct battle *bt, struct battle_state *st); |
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189 |
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190 /** |
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191 * Compute battle ordering. |
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192 * |
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193 * \pre bt != NULL |
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194 * \param bt the battle object |
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195 */ |
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196 void |
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197 battle_order(struct battle *bt); |
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198 |
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199 /** |
230
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200 * All in one function to animate and compute damage. |
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201 * |
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202 * Use this function from the character AI or when a character from the team |
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203 * should attack an enemy. |
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204 * |
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205 * This will do the following in order: |
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206 * |
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207 * 1. Change battle state to "attacking" |
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208 * 2. Change battle entity state to "moving" or "blinking" if source is member of |
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209 * team or enemies respectively. |
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210 * 3. Wait until animations complete. |
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211 * 4. Compute and produce damage. |
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212 * 5. Change battle state to "check" |
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213 * |
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214 * \pre bt != NULL |
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215 * \pre source != NULL |
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216 * \pre target != NULL |
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217 * \param bt the battle object |
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218 * \param source the entity attacking |
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219 * \param target the target entity |
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220 */ |
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221 void |
230
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222 battle_attack(struct battle *bt, |
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223 struct character *source, |
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224 struct character *target); |
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225 |
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226 /** |
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227 * Default function to cast a spell. |
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228 * |
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229 * Prefer to use this function to cast a spell because it performs some checks |
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230 * and hooks before casting the spell. |
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231 * |
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232 * \pre bt != NULL |
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233 * \pre source != NULL |
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234 * \pre spell != NULL |
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235 * \param bt the current battle |
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236 * \param source the entity casting a spell |
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237 * \param spell the spell used |
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238 * \param selection the selection |
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239 */ |
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240 void |
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241 battle_cast(struct battle *bt, |
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242 struct character *source, |
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243 const struct spell *spell, |
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244 unsigned int selection); |
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245 |
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246 /** |
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247 * Spawn an indicator drawable to show damage. |
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248 * |
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249 * The drawable will draw the amount near the entity and fade away after |
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250 * several seconds. |
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251 * |
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252 * \pre bt != NULL |
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253 * \pre target != NULL |
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254 * \param bt the battle object |
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255 * \param target the target entity |
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256 * \param amount the amount of damage |
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257 */ |
192
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258 void |
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259 battle_indicator_hp(struct battle *bt, const struct character *target, unsigned int amount); |
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260 |
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261 /** |
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262 * Handle an event. |
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263 * |
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264 * \pre bt != NULL |
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265 * \pre ev != NULL |
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266 * \param bt the battle object |
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267 * \param ev the event |
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268 */ |
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269 void |
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270 battle_handle(struct battle *bt, const union event *ev); |
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271 |
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272 /** |
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273 * Update the battle. |
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274 * |
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275 * \pre bt != NULL |
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276 * \param bt the battle object |
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277 * \param ticks the number of milliseconds since last frame |
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278 */ |
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279 bool |
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280 battle_update(struct battle *bt, unsigned int ticks); |
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281 |
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282 /** |
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283 * Draw the battle. |
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284 * |
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285 * \pre bt != NULL |
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286 * \param bt the battle object |
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287 */ |
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288 void |
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289 battle_draw(struct battle *bt); |
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290 |
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291 /** |
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292 * Finish and dispose resources if necessary. |
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293 * |
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294 * \pre bt != NULL |
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295 * \param bt the battle object |
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296 */ |
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297 void |
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298 battle_finish(struct battle *bt); |
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299 |
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300 #endif /* MOLKO_RPG_BATTLE_H */ |