Mercurial > molko
diff libmlk-rpg/rpg/battle-entity-state.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
---|---|
date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | librpg/rpg/battle-entity-state.h@86b71e1f9dd5 |
children | 6367b976112d |
line wrap: on
line diff
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/libmlk-rpg/rpg/battle-entity-state.h Sat Nov 28 22:37:30 2020 +0100 @@ -0,0 +1,124 @@ +/* + * battle-entity-state.h -- abstract battle entity state + * + * Copyright (c) 2020 David Demelier <markand@malikania.fr> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES + * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR + * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN + * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF + * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#ifndef MOLKO_RPG_BATTLE_ENTITY_STATE_H +#define MOLKO_RPG_BATTLE_ENTITY_STATE_H + +/** + * \file battle-entity-state.h + * \brief Abstract battle entity state. + * + * To animate and update battle entities this structure help splitting the logic + * into differents parts. + * + * In contrast to battle states, battle entity states should not switch + * themselves into an other one because battle states may need to wait until the + * entity state has finished to continue their own work. + * + * \note Do not call pointer functions directly but use the functions from this + * file since they may do additional work. + */ + +#include <stdbool.h> + +struct battle_entity; + +/** + * \brief Abstract battle entity state. + */ +struct battle_entity_state { + /** + * (+&?) Optional state data. + */ + void *data; + + /** + * (+?) Update the entity. + * + * This function should understand a value of 0 as ticks to just request + * the state's status. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + * \param ticks elapsed milliseconds since last frame + * \return True if complete. + */ + bool (*update)(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); + + /** + * (+?) Draw the entity. + * + * If this function is NULL, the default behavior is to draw the entity + * sprite at its current position. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ + void (*draw)(const struct battle_entity_state *st, const struct battle_entity *et); + + /** + * (+?) Clear resources. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ + void (*finish)(struct battle_entity_state *st, struct battle_entity *et); +}; + +/** + * Shortcut for st->update (if not NULL). + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + * \param ticks elapsed milliseconds since last frame + * \return True if complete. + */ +bool +battle_entity_state_update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks); + +/** + * Call st->draw or default implementation if NULL. + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ +void +battle_entity_state_draw(const struct battle_entity_state *st, const struct battle_entity *et); + +/** + * Shortcut for st->finish (if not NULL). + * + * \pre st != NULL + * \pre et != NULL + * \param st this state + * \param et the entity owner + */ +void +battle_entity_state_finish(struct battle_entity_state *st, struct battle_entity *et); + +#endif /* !MOLKO_RPG_BATTLE_ENTITY_STATE_H */