Mercurial > molko
view libmlk-rpg/rpg/battle-entity.h @ 258:f978fa0137ce
extern: provide libcompat
author | David Demelier <markand@malikania.fr> |
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date | Sat, 05 Dec 2020 15:57:02 +0100 |
parents | 71b3b7036de7 |
children | 08ab73b32832 |
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/* * battle-entity.h -- 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. */ #ifndef MOLKO_RPG_BATTLE_ENTITY_H #define MOLKO_RPG_BATTLE_ENTITY_H #include <stdbool.h> #include <ui/label.h> struct battle; struct battle_entity_state; struct character; /** * \brief In battle entity. */ struct battle_entity { struct character *ch; /*!< (+&?) Character to use. */ int x; /*!< (+) Position on screen. */ int y; /*!< (+) Position on screen. */ struct label name; /*!< (*) Where its name label is located. */ struct battle_entity_state *state; /*!< (+&) Update/draw state. */ }; void battle_entity_init(struct battle_entity *et); bool battle_entity_ok(const struct battle_entity *et); void battle_entity_switch(struct battle_entity *et, struct battle_entity_state *st); bool battle_entity_update(struct battle_entity *et, unsigned int ticks); void battle_entity_draw(const struct battle_entity *et, const struct battle *bt); void battle_entity_draw_sprite(const struct battle_entity *et); void battle_entity_finish(struct battle_entity *et); #endif /* !MOLKO_RPG_BATTLE_ENTITY_H */