Plague/src/core.c

113 lines
2.9 KiB
C

#include <gint/keyboard.h>
#include "core.h"
#include "display_engine.h"
void next_frame(struct game *current_game)
{
for (int i = 0; current_game->planes[i]; i++)
{
switch(current_game->planes[i]->direction)
{
case 1:
current_game->planes[i]->y -= 1;
break;
case 2:
current_game->planes[i]->x += 1;
break;
case 3:
current_game->planes[i]->y += 1;
break;
case 4:
current_game->planes[i]->x -= 1;
break;
}
if (current_game->planes[i]->x == current_game->planes[i]->dest_x && current_game->planes[i]->y == current_game->planes[i]->dest_y)
{
// Set the new destination
current_game->planes[i]->dest_x = current_game->planes[i]->depa_x;
current_game->planes[i]->dest_y = current_game->planes[i]->depa_y;
// Set the new departure
current_game->planes[i]->depa_x = current_game->planes[i]->x;
current_game->planes[i]->depa_y = current_game->planes[i]->y;
// Set the new direction
int new_dir = (current_game->planes[i]->direction + 2) % 4;
if (!new_dir) new_dir = 4;
current_game->planes[i]->direction = new_dir;
}
}
current_game->time += ENGINE_TICK;
}
int get_inputs(const int background, int *mutation_menu)
{
int opt = GETKEY_DEFAULT & ~GETKEY_REP_ARROWS;
int timeout = 1;
key_event_t ev = getkey_opt(opt, &timeout);
if(ev.type == KEYEV_NONE) return background;
int key = ev.key;
if (key == KEY_OPTN && (background == 1 || background == 2)) return (background % 2) + 1;
if (key == KEY_VARS) return 3;
if (key == KEY_SQUARE) return 6;
if (key == KEY_EXIT)
{
if (background == 5) return 3;
if (background != 1 && background != 2) return 1;
if (background == 1) return -1;
}
if (background == 3)
{
switch (key)
{
// Symptoms
case KEY_F1:
*mutation_menu = 1;
return 5;
break;
// Abilities
case KEY_F3:
*mutation_menu = 2;
return 5;
break;
// Transmission
case KEY_F5:
*mutation_menu = 3;
return 5;
break;
// Return to the main menu
case KEY_F6:
*mutation_menu = 0;
return 1;
break;
}
}
return background;
}
void manage_mutation(struct game *current_game, const int mutation_menu)
{
int key = 0, end = 0;
int cursor_x = 1, cursor_y = 1;
while (!end)
{
display_mutation(current_game, mutation_menu, cursor_x, cursor_y);
key = getkey().key;
if (key == KEY_EXIT) end = 1;
}
}