annotate src/libmlk-rpg/rpg/battle-entity.c @ 383:b944cd41e8f9

rpg: do the same for battle entities
author David Demelier <markand@malikania.fr>
date Sun, 13 Feb 2022 11:13:17 +0100
parents 460c78706989
children 14ce7c4871e3
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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) 2020-2022 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 #include <core/texture.h>
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23
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24 #include <ui/theme.h>
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25
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26 #include "battle.h"
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27 #include "battle-entity.h"
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28 #include "battle-entity-state.h"
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29 #include "battle-entity-state-normal.h"
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30 #include "character.h"
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31
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32 static void
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33 draw_name(const struct battle_entity *et, const struct battle *bt)
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34 {
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35 struct theme theme;
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36 struct label label = et->name;
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37
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38 if (et == bt->order_cur) {
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39 theme_shallow(&theme, bt->theme);
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40 label.theme = &theme;
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41 theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED];
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42 }
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43
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44 label_draw(&label);
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45 }
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46
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47 void
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48 battle_entity_init(struct battle_entity *et)
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49 {
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50 assert(et);
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51
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52 character_reset(et->ch);
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53 texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255);
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54
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55 battle_entity_state_normal(et);
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56 }
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57
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58 int
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59 battle_entity_ok(const struct battle_entity *et)
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60 {
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61 return et && character_ok(et->ch);
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62 }
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63
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64 void
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65 battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st)
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66 {
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67 assert(et);
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68 assert(st);
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69
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70 if (et->state)
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71 battle_entity_state_finish(et->state, et);
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72
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73 et->state = st;
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74 }
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75
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76 int
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77 battle_entity_update(struct battle_entity *et, unsigned int ticks)
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78 {
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79 assert(et);
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80
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81 return battle_entity_state_update(et->state, et, ticks);
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82 }
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83
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84 void
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85 battle_entity_draw_sprite(const struct battle_entity *et)
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86 {
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87 struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL];
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88 int row;
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89
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90 /*
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91 * Ennemies are usually defined with a single image as such the
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92 * sprite may contain only one cell/row. Otherwise if the user
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93 * have provided a structured sprite, use appropriate row.
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94 */
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95 if (sprite->nrows >= 6)
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96 row = 6;
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97 else
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98 row = 0;
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99
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100 sprite_draw(sprite, row, 0, et->x, et->y);
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101 }
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102
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103 void
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104 battle_entity_draw(const struct battle_entity *et, const struct battle *bt)
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105 {
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106 assert(et);
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107 assert(bt);
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108
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109 draw_name(et, bt);
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110 battle_entity_state_draw(et->state, et);
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111 }
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112
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113 void
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114 battle_entity_finish(struct battle_entity *et)
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115 {
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116 assert(et);
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117
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118 battle_entity_state_finish(et->state, et);
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119 }