Mercurial > molko
view libmlk-rpg/rpg/selection.c @ 316:1a6125ffebff
misc: fix many warnings and build on macOS
author | David Demelier <markand@malikania.fr> |
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date | Wed, 22 Sep 2021 12:57:55 +0200 |
parents | d01e83210ca2 |
children |
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/* * selection.c -- kind of selection * * Copyright (c) 2020-2021 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. */ #include <assert.h> #include <core/util.h> #include "battle.h" #include "character.h" #include "selection.h" static void random(struct selection *slt, const struct battle *bt, const struct battle_entity *entities, size_t entitiesz) { (void)bt; struct { const struct battle_entity *entity; size_t position; } table[BATTLE_ENTITY_MAX] = {0}; size_t tablesz = 0; /* * Merge the list of valid entities into the table to select a random * one. */ for (size_t i = 0; i < entitiesz; ++i) { if (battle_entity_ok(&entities[i])) { table[tablesz].entity = &entities[i]; table[tablesz++].position = i; } } slt->index_character = table[util_nrand(0, tablesz)].position; } static void first(struct selection *slt, const struct battle *bt, const struct battle_entity *entities, size_t entitiesz) { (void)bt; for (size_t i = 0; i < entitiesz; ++i) { if (battle_entity_ok(&entities[i])) { slt->index_character = i; break; } } } void selection_first(struct selection *slt, const struct battle *bt) { assert(slt); assert(bt); if (slt->index_side == 0) first(slt, bt, bt->enemies, BATTLE_ENEMY_MAX); else first(slt, bt, bt->team, BATTLE_TEAM_MAX); } void selection_random(struct selection *slt, const struct battle *bt) { assert(slt); assert(bt); if (slt->index_side == 0) random(slt, bt, bt->enemies, BATTLE_ENEMY_MAX); else random(slt, bt, bt->team, BATTLE_TEAM_MAX); }