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https://git.planet-casio.com/Slyvtt/Collab_RPG.git
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Ran clang-format
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parent
fe824d7340
commit
a27ad9a14f
2 changed files with 68 additions and 73 deletions
50
src/game.c
50
src/game.c
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@ -169,39 +169,39 @@ void game_get_inputs(Game *game) {
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} else if(game->inventory.open) {
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} else if(game->inventory.open) {
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if(keydown(KEY_LEFT))
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if(keydown(KEY_LEFT))
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inventory_move_selection(&game->inventory, D_LEFT);
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inventory_move_selection(&game->inventory, D_LEFT);
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/* TODO: Make something cleaner */
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/* TODO: Make something cleaner */
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while(keydown(KEY_LEFT)) {
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while(keydown(KEY_LEFT)) {
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clearevents();
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clearevents();
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sleep();
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sleep();
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}
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}
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if(keydown(KEY_RIGHT))
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if(keydown(KEY_RIGHT))
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inventory_move_selection(&game->inventory, D_RIGHT);
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inventory_move_selection(&game->inventory, D_RIGHT);
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/* TODO: Make something cleaner */
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/* TODO: Make something cleaner */
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while(keydown(KEY_RIGHT)) {
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while(keydown(KEY_RIGHT)) {
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clearevents();
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clearevents();
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sleep();
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sleep();
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}
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}
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if(keydown(KEY_UP))
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if(keydown(KEY_UP))
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inventory_move_selection(&game->inventory, D_UP);
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inventory_move_selection(&game->inventory, D_UP);
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/* TODO: Make something cleaner */
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/* TODO: Make something cleaner */
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while(keydown(KEY_UP)) {
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while(keydown(KEY_UP)) {
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clearevents();
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clearevents();
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sleep();
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sleep();
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}
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}
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if(keydown(KEY_DOWN))
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if(keydown(KEY_DOWN))
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inventory_move_selection(&game->inventory, D_DOWN);
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inventory_move_selection(&game->inventory, D_DOWN);
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/* TODO: Make something cleaner */
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/* TODO: Make something cleaner */
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while(keydown(KEY_DOWN)) {
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while(keydown(KEY_DOWN)) {
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clearevents();
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clearevents();
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sleep();
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sleep();
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}
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}
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if(keydown(KEY_OPTN))
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if(keydown(KEY_OPTN))
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inventory_move_from_selected(&game->inventory);
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inventory_move_from_selected(&game->inventory);
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/* TODO: Make something cleaner */
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/* TODO: Make something cleaner */
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while(keydown(KEY_OPTN)) {
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while(keydown(KEY_OPTN)) {
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clearevents();
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clearevents();
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sleep();
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sleep();
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}
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}
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if(keydown(KEY_SQUARE)) {
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if(keydown(KEY_SQUARE)) {
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inventory_use(&game->inventory, &game->player);
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inventory_use(&game->inventory, &game->player);
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}
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}
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@ -10,20 +10,13 @@ extern bopti_image_t selected_img;
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extern bopti_image_t player_male_inv_img;
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extern bopti_image_t player_male_inv_img;
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extern bopti_image_t player_female_inv_img;
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extern bopti_image_t player_female_inv_img;
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char item_types[I_AMOUNT] = {
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char item_types[I_AMOUNT] = {IT_NONE, IT_ARMOR, IT_WEAPON, IT_WEAPON,
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IT_NONE,
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IT_FOOD, IT_FOOD, IT_TALISMAN};
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IT_ARMOR,
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IT_WEAPON,
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IT_WEAPON,
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IT_FOOD,
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IT_FOOD,
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IT_TALISMAN
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};
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void inventory_init(Inventory *inventory) {
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void inventory_init(Inventory *inventory) {
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inventory->open = 0;
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inventory->open = 0;
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memset(inventory->slots, 0, sizeof(Slot)*SLOT_NUM);
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memset(inventory->slots, 0, sizeof(Slot) * SLOT_NUM);
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memset(inventory->equipped, 0, sizeof(Slot)*3);
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memset(inventory->equipped, 0, sizeof(Slot) * 3);
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inventory->selected = -1;
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inventory->selected = -1;
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inventory->selection = 0;
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inventory->selection = 0;
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}
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}
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@ -37,12 +30,12 @@ void inventory_draw(Inventory *inventory, Player *player) {
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
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inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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DIMAGE_NONE);
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DIMAGE_NONE);
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if(i == inventory->selection){
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if(i == inventory->selection) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selection_img);
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&selection_img);
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}
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}
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if(i == inventory->selected){
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if(i == inventory->selected) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selected_img);
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&selected_img);
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@ -75,7 +68,8 @@ char inventory_add(Inventory *inventory, Item item) {
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}
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}
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void inventory_move_from_selected(Inventory *inventory) {
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void inventory_move_from_selected(Inventory *inventory) {
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if(inventory->selected < 0) return;
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if(inventory->selected < 0)
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return;
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Slot current = inventory->slots[inventory->selection];
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Slot current = inventory->slots[inventory->selection];
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Slot new = inventory->slots[inventory->selected];
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Slot new = inventory->slots[inventory->selected];
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inventory->slots[inventory->selection] = new;
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inventory->slots[inventory->selection] = new;
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@ -84,46 +78,47 @@ void inventory_move_from_selected(Inventory *inventory) {
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void inventory_use(Inventory *inventory, Player *player) {
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void inventory_use(Inventory *inventory, Player *player) {
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Item item = inventory->slots[inventory->selection].i;
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Item item = inventory->slots[inventory->selection].i;
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switch(item_types[item]){
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switch(item_types[item]) {
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case IT_TALISMAN:
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case IT_TALISMAN:
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inventory->equipped[0] = inventory->slots[inventory->selection];
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inventory->equipped[0] = inventory->slots[inventory->selection];
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break;
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break;
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case IT_ARMOR:
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case IT_ARMOR:
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inventory->equipped[1] = inventory->slots[inventory->selection];
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inventory->equipped[1] = inventory->slots[inventory->selection];
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break;
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break;
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case IT_WEAPON:
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case IT_WEAPON:
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inventory->equipped[2] = inventory->slots[inventory->selection];
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inventory->equipped[2] = inventory->slots[inventory->selection];
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break;
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break;
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case IT_FOOD:
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case IT_FOOD:
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/* TODO */
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/* TODO */
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break;
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break;
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default:
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default:
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break;
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break;
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}
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}
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inventory->slots[inventory->selection].i = I_NONE;
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inventory->slots[inventory->selection].i = I_NONE;
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inventory->slots[inventory->selection].durability = 255;
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inventory->slots[inventory->selection].durability = 255;
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}
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}
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void inventory_unequip(Inventory *inventory, ItemType type) {
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void inventory_unequip(Inventory *inventory, ItemType type) {
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if(inventory->slots[inventory->selection].i) return;
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if(inventory->slots[inventory->selection].i)
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switch(type){
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return;
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case IT_TALISMAN:
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switch(type) {
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inventory->slots[inventory->selection] = inventory->equipped[0];
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case IT_TALISMAN:
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inventory->equipped[0].i = I_NONE;
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inventory->slots[inventory->selection] = inventory->equipped[0];
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inventory->equipped[0].durability = 255;
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inventory->equipped[0].i = I_NONE;
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break;
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inventory->equipped[0].durability = 255;
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case IT_ARMOR:
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break;
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inventory->slots[inventory->selection] = inventory->equipped[1];
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case IT_ARMOR:
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inventory->equipped[1].i = I_NONE;
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inventory->slots[inventory->selection] = inventory->equipped[1];
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inventory->equipped[1].durability = 255;
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inventory->equipped[1].i = I_NONE;
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break;
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inventory->equipped[1].durability = 255;
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case IT_WEAPON:
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break;
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inventory->slots[inventory->selection] = inventory->equipped[2];
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case IT_WEAPON:
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inventory->equipped[2].i = I_NONE;
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inventory->slots[inventory->selection] = inventory->equipped[2];
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inventory->equipped[2].durability = 255;
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inventory->equipped[2].i = I_NONE;
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break;
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inventory->equipped[2].durability = 255;
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default:
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break;
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break;
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default:
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break;
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}
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}
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}
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}
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