Mercurial > molko
annotate src/libmlk-rpg/rpg/battle-entity.c @ 383:b944cd41e8f9
rpg: do the same for battle entities
author | David Demelier <markand@malikania.fr> |
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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 } |