Mercurial > molko
view src/libmlk-rpg/rpg/battle.h @ 431:8f59201dc76b
core: cleanup hierarchy
author | David Demelier <markand@malikania.fr> |
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date | Sat, 15 Oct 2022 20:23:14 +0200 |
parents | 14ce7c4871e3 |
children | 862b15c3a3ae |
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/* * battle.h -- battles * * 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_H #define MLK_RPG_BATTLE_H #include <mlk/core/action.h> #include <mlk/core/action-stack.h> #include <mlk/core/core.h> #include <mlk/core/drawable.h> #include <mlk/core/drawable-stack.h> #include <ui/frame.h> #include <ui/gridmenu.h> #include "battle-entity.h" #include "battle-state.h" #include "selection.h" #include "spell.h" union event; struct battle_bar; struct character; struct inventory; struct item; struct music; struct selection; struct spell; struct theme; #define BATTLE_TEAM_FOREACH(bt, iter) \ for (size_t i = 0; i < (bt)->teamsz && ((iter) = (bt)->team[i]); ++i) #define BATTLE_ENEMY_FOREACH(bt, iter) \ for (size_t i = 0; i < (bt)->enemiesz && ((iter) = (bt)->enemies[i]); ++i) #define BATTLE_THEME(bt) ((bt)->theme ? (bt)->theme : theme_default()) enum battle_status { BATTLE_STATUS_NONE, BATTLE_STATUS_RUNNING, BATTLE_STATUS_WON, BATTLE_STATUS_LOST, }; enum battle_component { BATTLE_COMPONENT_BACKGROUND = (1 << 0), BATTLE_COMPONENT_ENTITIES = (1 << 1), BATTLE_COMPONENT_BAR = (1 << 2), BATTLE_COMPONENT_ACTIONS = (1 << 3), BATTLE_COMPONENT_DRAWABLES = (1 << 4), BATTLE_COMPONENT_ALL = 0xff }; struct battle { struct battle_state *state; enum battle_status status; struct battle_entity **team; size_t teamsz; struct battle_entity **enemies; size_t enemiesz; struct battle_entity **order; struct battle_entity **ordercur; size_t ordersz; struct texture *background; struct music *music[3]; struct theme *theme; struct drawable_stack *effects; struct action_stack *actions; struct inventory *inventory; struct battle_bar *bar; }; CORE_BEGIN_DECLS void battle_init(struct battle *); int battle_ok(const struct battle *); void battle_start(struct battle *); void battle_next(struct battle *); struct battle_entity * battle_find(struct battle *, const struct character *); void battle_switch(struct battle *, struct battle_state *); void battle_order(struct battle *); struct battle_entity * battle_current(const struct battle *); size_t battle_index(const struct battle *); void battle_attack(struct battle *, struct character *, struct character *); void battle_cast(struct battle *, struct character *, const struct spell *, const struct selection *); void battle_use(struct battle *, const struct item *, struct character *, struct character *); void battle_indicator_hp(struct battle *, const struct character *, long); void battle_handle_component(struct battle *, const union event *, enum battle_component); void battle_handle(struct battle *, const union event *); void battle_update_component(struct battle *, unsigned int, enum battle_component); int battle_update(struct battle *, unsigned int); void battle_draw_component(const struct battle *, enum battle_component); void battle_draw(const struct battle *); void battle_finish(struct battle *); CORE_END_DECLS #endif /* MLK_RPG_BATTLE_H */