Mercurial > molko
view 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 |
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/* * battle-entity.c -- in game battle entity * * 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. */ #include <assert.h> #include <core/sprite.h> #include <core/texture.h> #include <ui/theme.h> #include "battle.h" #include "battle-entity.h" #include "battle-entity-state.h" #include "character.h" static void draw_name(const struct battle_entity *et, const struct battle *bt) { struct theme theme; struct label label = et->name; if (et == bt->order_cur) { theme_shallow(&theme, bt->theme); label.theme = &theme; theme.colors[THEME_COLOR_NORMAL] = theme.colors[THEME_COLOR_SELECTED]; } label_draw(&label); } void battle_entity_init(struct battle_entity *et) { assert(et); character_reset(et->ch); texture_set_alpha_mod(et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture, 255); battle_entity_state_normal(et); } bool battle_entity_ok(const struct battle_entity *et) { return et && character_ok(et->ch); } void battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st) { assert(et); assert(st); if (et->state) battle_entity_state_finish(et->state, et); et->state = st; } bool battle_entity_update(struct battle_entity *et, unsigned int ticks) { assert(et); return battle_entity_state_update(et->state, et, ticks); } void battle_entity_draw_sprite(const struct battle_entity *et) { struct sprite *sprite = et->ch->sprites[CHARACTER_SPRITE_NORMAL]; int row; /* * Ennemies are usually defined with a single image as such the * sprite may contain only one cell/row. Otherwise if the user * have provided a structured sprite, use appropriate row. */ if (sprite->nrows >= 6) row = 6; else row = 0; sprite_draw(sprite, row, 0, et->x, et->y); } void battle_entity_draw(const struct battle_entity *et, const struct battle *bt) { assert(et); assert(bt); draw_name(et, bt); battle_entity_state_draw(et->state, et); } void battle_entity_finish(struct battle_entity *et) { assert(et); battle_entity_state_finish(et->state, et); }