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LEFTONE/core/loeffect/effect.h

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#pragma once
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <msgpack.h>
#include "core/locommon/null.h"
#include "./generic.h"
typedef enum {
/* system effect */
LOEFFECT_ID_NONE,
LOEFFECT_ID_RESUSCITATE,
LOEFFECT_ID_LOST_DAMAGE,
LOEFFECT_ID_CURSE_TRIGGER,
LOEFFECT_ID_DAMAGE,
LOEFFECT_ID_HEAL,
LOEFFECT_ID_LOST,
LOEFFECT_ID_RETRIEVAL,
LOEFFECT_ID_FANATIC,
LOEFFECT_ID_CURSE,
/* The curse effect actually does nothing and is just for HUD.
* To kill player immediately, use curse trigger effect.*/
LOEFFECT_ID_AMNESIA,
} loeffect_id_t;
#define LOEFFECT_ID_EACH_(PROC) do { \
PROC(NONE, "none", null); \
PROC(RESUSCITATE, "resuscitate", null); \
PROC(LOST_DAMAGE, "lost-damage", null); \
PROC(CURSE_TRIGGER, "curse-trigger", null); \
PROC(DAMAGE, "damage", imm); \
PROC(HEAL, "heal", imm); \
PROC(LOST, "lost", imm); \
PROC(RETRIEVAL, "retrieval", imm); \
PROC(FANATIC, "fanatic", lasting); \
PROC(CURSE, "curse", lasting); \
PROC(AMNESIA, "amnesia", lasting); \
} while (0)
typedef struct {
loeffect_id_t id;
union {
locommon_null_t null;
loeffect_generic_immediate_param_t imm;
loeffect_generic_lasting_param_t lasting;
} data;
} loeffect_t;
#define loeffect_with_null_data_(ID) \
((loeffect_t) { \
.id = LOEFFECT_ID_##ID, \
} )
#define loeffect_with_imm_data_(ID, a) \
((loeffect_t) { \
.id = LOEFFECT_ID_##ID, \
.data = { .imm = { \
.amount = a, \
}, }, \
} )
#define loeffect_with_lasting_data_(ID, d) \
((loeffect_t) { \
.id = LOEFFECT_ID_##ID, \
.data = { .lasting = { \
.duration = d, \
}, }, \
} )
#define loeffect_none() loeffect_with_null_data_(NONE)
#define loeffect_resuscitate() loeffect_with_null_data_(RESUSCITATE)
#define loeffect_lost_damage() loeffect_with_null_data_(LOST_DAMAGE)
#define loeffect_curse_trigger() loeffect_with_null_data_(CURSE_TRIGGER)
#define loeffect_damage(a) loeffect_with_imm_data_(DAMAGE, a)
#define loeffect_heal(a) loeffect_with_imm_data_(HEAL, a)
#define loeffect_lost(a) loeffect_with_imm_data_(LOST, a)
#define loeffect_retrieval(a) loeffect_with_imm_data_(RETRIEVAL, a)
#define loeffect_curse(d) loeffect_with_lasting_data_(CURSE, d)
#define loeffect_fanatic(d) loeffect_with_lasting_data_(FANATIC, d)
#define loeffect_amnesia(d) loeffect_with_lasting_data_(AMNESIA, d)
const char*
loeffect_id_stringify(
loeffect_id_t id
);
bool
loeffect_id_unstringify(
loeffect_id_t* id,
const char* str,
size_t len
);
void
loeffect_pack(
const loeffect_t* effect,
msgpack_packer* packer
);
bool
loeffect_unpack(
loeffect_t* effect,
const msgpack_object* obj
);