Mercurial > molko
annotate libmlk-rpg/rpg/battle-entity.c @ 278:cc676046aac9
core: add sprite_scale function
author | David Demelier <markand@malikania.fr> |
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date | Tue, 15 Dec 2020 22:06:32 +0100 |
parents | 6367b976112d |
children | 196264679079 |
rev | line source |
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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 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 "character.h" |
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30 |
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31 static void |
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32 draw_name(const struct battle_entity *et, const struct battle *bt) |
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33 { |
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34 struct theme theme; |
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35 struct label label = et->name; |
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36 |
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37 if (et == bt->order_cur) { |
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38 theme_shallow(&theme, bt->theme); |
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39 label.theme = &theme; |
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40 theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED]; |
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41 } |
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42 |
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43 label_draw(&label); |
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44 } |
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45 |
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46 void |
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47 battle_entity_init(struct battle_entity *et) |
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48 { |
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49 assert(et); |
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50 |
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51 character_reset(et->ch); |
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52 texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255); |
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53 |
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54 battle_entity_state_normal(et); |
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55 } |
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56 |
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57 bool |
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58 battle_entity_ok(const struct battle_entity *et) |
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59 { |
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60 return et && character_ok(et->ch); |
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61 } |
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62 |
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63 void |
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64 battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st) |
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65 { |
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66 assert(et); |
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67 assert(st); |
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68 |
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69 if (et->state) |
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70 battle_entity_state_finish(et->state, et); |
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71 |
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72 et->state = st; |
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73 } |
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74 |
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75 bool |
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76 battle_entity_update(struct battle_entity *et, unsigned int ticks) |
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77 { |
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78 assert(et); |
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79 |
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80 return battle_entity_state_update(et->state, et, ticks); |
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81 } |
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82 |
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83 void |
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84 battle_entity_draw_sprite(const struct battle_entity *et) |
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85 { |
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86 struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; |
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87 int row; |
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88 |
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89 /* |
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90 * Ennemies are usually defined with a single image as such the |
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91 * sprite may contain only one cell/row. Otherwise if the user |
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92 * have provided a structured sprite, use appropriate row. |
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93 */ |
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94 if (sprite->nrows >= 6) |
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95 row = 6; |
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96 else |
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97 row = 0; |
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98 |
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99 sprite_draw(sprite, row, 0, et->x, et->y); |
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100 } |
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101 |
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102 void |
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103 battle_entity_draw(const struct battle_entity *et, const struct battle *bt) |
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104 { |
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105 assert(et); |
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106 assert(bt); |
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107 |
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108 draw_name(et, bt); |
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109 battle_entity_state_draw(et->state, et); |
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110 } |
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111 |
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112 void |
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113 battle_entity_finish(struct battle_entity *et) |
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114 { |
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115 assert(et); |
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116 |
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117 battle_entity_state_finish(et->state, et); |
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118 } |