annotate libmlk-rpg/rpg/battle-entity-state-attacking.c @ 278:cc676046aac9

core: add sprite_scale function
author David Demelier <markand@malikania.fr>
date Tue, 15 Dec 2020 22:06:32 +0100
parents 6367b976112d
children 196264679079
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1 /*
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2 * battle-entity-state-attacking.h -- the entity is attacking
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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 #include <assert.h>
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20 #include <stdbool.h>
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21 #include <stdlib.h>
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22
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23 #include <core/alloc.h>
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24 #include <core/animation.h>
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25 #include <core/panic.h>
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26 #include <core/sprite.h>
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27
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28 #include "battle-entity.h"
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29 #include "battle-entity-state.h"
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30
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31 struct data {
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32 struct battle_entity_state state;
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33 struct animation anim;
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34 };
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35
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36 static bool
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37 update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks)
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38 {
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39 (void)et;
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40
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41 struct data *data = st->data;
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42
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43 return animation_update(&data->anim, ticks);
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44 }
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45
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46 static void
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47 draw(const struct battle_entity_state *st, const struct battle_entity *et)
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48 {
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49 const struct data *data = st->data;
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50
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51 animation_draw(&data->anim, et->x, et->y);
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52 }
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53
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54 static void
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55 finish(struct battle_entity_state *st, struct battle_entity *et)
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56 {
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57 (void)et;
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58
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59 free(st->data);
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60 }
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61
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62 void
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63 battle_entity_state_attacking(struct battle_entity *et, struct sprite *which)
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64 {
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65 assert(battle_entity_ok(et));
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66 assert(sprite_ok(which));
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67
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68 struct data *data;
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69
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70 if (!(data = alloc_new0(sizeof (*data))))
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71 panic();
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72
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73 animation_init(&data->anim, which, 100);
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74 animation_start(&data->anim);
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75
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76 data->state.data = data;
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77 data->state.update = update;
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78 data->state.draw = draw;
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79 data->state.finish = finish;
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80
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81 battle_entity_switch(et, &data->state);
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82 }