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battle_render.h
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67 lines (49 loc) · 1.96 KB
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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2009-2011, Wei Mingzhi <whistler_wmz@users.sf.net>.
// Copyright (c) 2011-2024, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#ifndef BATTLE_RENDER_H
#define BATTLE_RENDER_H
#include "common.h"
#include "global.h"
PAL_C_LINKAGE_BEGIN
// ============ Loading ============
VOID PAL_LoadBattleRenderResources(VOID);
VOID PAL_FreeBattleRenderResources(VOID);
// Load/free battle sprites for players and enemies
VOID PAL_LoadBattleSprites(VOID);
VOID PAL_FreeBattleSprites(VOID);
// ============ Sprite Management ============
// Update fighters' gesture frames and positions
VOID PAL_BattleUpdateFighters(VOID);
// Update all enemy sprite frames (idle animation)
VOID PAL_BattleUpdateAllEnemyFrame(VOID);
// Unlock sprite add lock
VOID PAL_BattleSpriteAddUnlock(VOID);
// Add a sprite object to draw sequence
VOID PAL_BattleAddSpriteObject(WORD wType, WORD wObjectIndex, PAL_POS pos, SHORT sLayerOffset, BOOL fHaveColorShift);
// ============ Scene Composition ============
// Compose full battle scene (background + sprites)
VOID PAL_BattleMakeScene(VOID);
// ============ Scene Effects ============
// Fade scene from backup buffer to current scene
VOID PAL_BattleFadeScene(VOID);
VOID PAL_DrawLevelUpMessage(int w, PLAYERROLES *ORIG_PLAYER);
PAL_C_LINKAGE_END
#endif