Mercurial > molko
view libmlk-rpg/rpg/character.c @ 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 | 87b8c7510717 |
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/* * character.c -- character definition * * 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 "character.h" #include "equipment.h" bool character_ok(struct character *ch) { return ch && ch->name && ch->type && ch->reset && sprite_ok(ch->sprites[CHARACTER_SPRITE_NORMAL]); } const char * character_status_string(enum character_status status) { /* * We expect the user to only specify one status as character_status * is a bitmask. */ switch (status) { case CHARACTER_STATUS_POISON: return "poison"; default: return "normal"; } } void character_reset(struct character *ch) { assert(character_ok(ch)); ch->reset(ch); /* For all equipments, apply its equip function. */ for (int i = 0; i < CHARACTER_EQUIPMENT_NUM; ++i) if (ch->equipments[i]) equipment_equip(ch->equipments[i], ch); } void character_exec(struct character *ch, struct battle *bt) { assert(character_ok(ch)); if (ch->exec) ch->exec(ch, bt); }