Mercurial > molko
view libmlk-rpg/mlk/rpg/battle-entity.h @ 434:4e78f045e8c0
rpg: cleanup hierarchy
author | David Demelier <markand@malikania.fr> |
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date | Sat, 15 Oct 2022 21:24:17 +0200 |
parents | src/libmlk-rpg/rpg/battle-entity.h@862b15c3a3ae |
children | 773a082f0b91 |
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/* * battle-entity.h -- in game battle entity * * Copyright (c) 2020-2022 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 MLK_RPG_BATTLE_ENTITY_H #define MLK_RPG_BATTLE_ENTITY_H #include <mlk/core/core.h> #include <mlk/ui/label.h> struct battle; struct battle_entity_state; struct character; struct battle_entity { struct character *ch; int x; int y; struct label name; struct battle_entity_state *state; }; CORE_BEGIN_DECLS void battle_entity_init(struct battle_entity *); int battle_entity_ok(const struct battle_entity *); void battle_entity_switch(struct battle_entity *, struct battle_entity_state *); int battle_entity_update(struct battle_entity *, unsigned int); void battle_entity_draw(const struct battle_entity *, const struct battle *); void battle_entity_draw_sprite(const struct battle_entity *); void battle_entity_finish(struct battle_entity *); CORE_END_DECLS #endif /* !MLK_RPG_BATTLE_ENTITY_H */