breakhack/src/main.c

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C
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#include <stdio.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "linkedlist.h"
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#include "player.h"
#include "screenresolution.h"
#include "dimension.h"
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#include "camera.h"
#include "map.h"
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#include "map_lua.h"
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#include "timer.h"
#include "roommatrix.h"
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#include "gamestate.h"
#include "gui.h"
#include "util.h"
#include "item_builder.h"
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#include "pointer.h"
#include "gui_button.h"
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#include "particle_engine.h"
#include "menu.h"
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#include "keyboard.h"
#include "mixer.h"
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static SDL_Window *gWindow = NULL;
static SDL_Renderer *gRenderer = NULL;
static Player *gPlayer = NULL;
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static Map *gMap = NULL;
static RoomMatrix *gRoomMatrix = NULL;
static Gui *gGui = NULL;
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static Pointer *gPointer = NULL;
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static unsigned int cLevel = 1;
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static float deltaTime = 1.0;
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static double renderScale = 1.0;
static Menu *mainMenu = NULL;
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static Menu *inGameMenu = NULL;
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static Timer *menuTimer = NULL;
static GameState gGameState;
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static Camera gCamera;
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static SDL_Rect gameViewport;
static SDL_Rect bottomGuiViewport;
static SDL_Rect rightGuiViewport;
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static SDL_Rect menuViewport;
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static SDL_Color C_MENU_DEFAULT = { 255, 255, 0, 0 };
static SDL_Color C_MENU_HOVER = { 255, 0, 0, 0 };
struct MENU_ITEM {
char label[20];
void (*callback)(void*);
};
static void resetGame(void);
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static void initMainMenu(void);
static bool is_player_dead(void);
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static
bool initSDL(void)
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{
int imgFlags = IMG_INIT_PNG;
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Dimension dim = getScreenDimensions();
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if (dim.height > 1080) {
info("Hi resolution screen detected (%u x %u)", dim.width, dim.height);
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renderScale = ((double) dim.height)/1080;
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if (renderScale > 2)
renderScale = 3;
else if (renderScale > 1)
renderScale = 2;
info("Scaling by %f", renderScale);
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}
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
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{
error("Could not initiate SDL2: %s", SDL_GetError());
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return false;
}
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if ( (IMG_Init(imgFlags) & imgFlags) == 0 ) {
error("Unable to initiate img loading: %s",
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IMG_GetError());
return false;
}
if ( TTF_Init() == -1 ) {
error("Unable to initiate ttf library: %s",
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TTF_GetError());
return false;
}
mixer_init();
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gWindow = SDL_CreateWindow("Breakhack",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
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(int)(SCREEN_WIDTH * renderScale),
(int)(SCREEN_HEIGHT * renderScale),
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SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
error("Unable to create window: %s", SDL_GetError());
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return false;
}
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (gRenderer == NULL)
{
error("Unable to create renderer: %s", SDL_GetError());
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return false;
}
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if (SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND) < 0) {
error("Unable to set blend mode: %s", SDL_GetError());
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return false;
}
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if (SDL_RenderSetLogicalSize(gRenderer, SCREEN_WIDTH, SCREEN_HEIGHT) < 0)
{
error("Unable to initiate scaling: %s",
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SDL_GetError());
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return false;
}
return true;
}
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static void
initViewports(void)
{
gameViewport = (SDL_Rect) { 0, 0,
GAME_VIEW_WIDTH, GAME_VIEW_HEIGHT };
bottomGuiViewport = (SDL_Rect) { 0, GAME_VIEW_HEIGHT,
BOTTOM_GUI_WIDTH, BOTTOM_GUI_WIDTH };
rightGuiViewport = (SDL_Rect) { GAME_VIEW_WIDTH, 0,
RIGHT_GUI_WIDTH, RIGHT_GUI_HEIGHT };
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menuViewport = (SDL_Rect) {
(SCREEN_WIDTH - GAME_VIEW_WIDTH)/2,
(SCREEN_HEIGHT - GAME_VIEW_HEIGHT)/2,
GAME_VIEW_WIDTH,
GAME_VIEW_HEIGHT
};
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}
static bool
initGame(void)
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{
initViewports();
gCamera.renderer = gRenderer;
gRoomMatrix = roommatrix_create();
gGui = gui_create(gRenderer);
item_builder_init(gRenderer);
gPointer = pointer_create(gRenderer);
particle_engine_init();
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menuTimer = timer_create();
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return true;
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}
static void
startGame(void *unused)
{
UNUSED(unused);
cLevel = 1;
gGameState = PLAYING;
if (gPlayer)
player_destroy(gPlayer);
gPlayer = player_create(WARRIOR, gRenderer);
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mixer_stop_music();
resetGame();
}
static void
exitGame(void *unused)
{
UNUSED(unused);
gGameState = QUIT;
}
static void
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toggleInGameMenu(void *unused)
{
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UNUSED(unused);
if (gGameState == PLAYING || gGameState == GAME_OVER)
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gGameState = IN_GAME_MENU;
else if (is_player_dead())
gGameState = GAME_OVER;
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else
gGameState = PLAYING;
}
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static void
goToMainMenu(void *unused)
{
UNUSED(unused);
gGameState = MENU;
menu_destroy(inGameMenu);
inGameMenu = NULL;
initMainMenu();
Position p = { 0, 0 };
map_set_current_room(gMap, &p);
camera_follow_position(&gCamera, &p);
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}
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static void
createMenu(Menu **menu, struct MENU_ITEM menu_items[], unsigned int size)
{
if (*menu == NULL)
*menu = menu_create();
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for (unsigned int i = 0; i < size; ++i) {
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int hcenter;
Sprite *s1 = sprite_create();
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sprite_load_text_texture(s1, "assets/GUI/SDS_8x8.ttf", 0, 25);
texture_load_from_text(s1->textures[0], menu_items[i].label,
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C_MENU_DEFAULT, gRenderer);
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hcenter = (SCREEN_WIDTH/2) - (s1->textures[0]->dim.width/2);
s1->pos = (Position) { hcenter, 200 + (i*50) };
s1->fixed = true;
Sprite *s2 = sprite_create();
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sprite_load_text_texture(s2, "assets/GUI/SDS_8x8.ttf", 0, 25);
texture_load_from_text(s2->textures[0], menu_items[i].label,
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C_MENU_HOVER, gRenderer);
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s2->pos = (Position) { hcenter, 200 + (i*50) };
s2->fixed = true;
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menu_item_add(*menu, s1, s2, menu_items[i].callback);
}
}
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static void
initInGameMenu(void)
{
struct MENU_ITEM menu_items[] = {
{ "RESUME", toggleInGameMenu },
{ "MAIN MENU", goToMainMenu },
{ "QUIT", exitGame },
};
createMenu(&inGameMenu, menu_items, 3);
}
static void
initMainMenu(void)
{
struct MENU_ITEM menu_items[] = {
{ "PLAY", startGame },
{ "QUIT", exitGame },
};
if (gMap)
map_destroy(gMap);
gMap = map_lua_generator_single_room__run(cLevel, gRenderer);
createMenu(&mainMenu, menu_items, 2);
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mixer_play_music();
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}
static void
resetGame(void)
{
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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if (mainMenu) {
menu_destroy(mainMenu);
mainMenu = NULL;
}
if (!inGameMenu)
initInGameMenu();
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if (gMap)
map_destroy(gMap);
particle_engine_clear();
info("Building new map");
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gMap = map_lua_generator_run(cLevel, gRenderer);
gPlayer->sprite->pos = (Position) {
TILE_DIMENSION, TILE_DIMENSION };
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map_set_current_room(gMap, &gPlayer->sprite->pos);
camera_follow_position(&gCamera, &gPlayer->sprite->pos);
}
static bool
init(void)
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{
bool result = true;
result = result && initSDL();
result = result && initGame();
initMainMenu();
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gCamera.pos = (Position) { 0, 0 };
gGameState = MENU;
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return result;
}
static void
loadMedia(void)
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{
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gPlayer = player_create(WARRIOR, gRenderer);
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}
static bool
handle_main_events(SDL_Event *event)
{
if (gGameState == PLAYING
|| gGameState == IN_GAME_MENU
|| gGameState == GAME_OVER)
{
if (keyboard_press(SDLK_ESCAPE, event)) {
toggleInGameMenu(NULL);
return true;
}
}
return false;
}
static bool
handle_events(void)
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{
static SDL_Event event;
bool quit = false;
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
quit = true;
continue;
}
if (handle_main_events(&event))
continue;
if (gGameState == PLAYING) {
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gPlayer->handle_event(gPlayer,
gRoomMatrix,
&event);
camera_follow_position(&gCamera, &gPlayer->sprite->pos);
map_set_current_room(gMap, &gPlayer->sprite->pos);
roommatrix_handle_event(gRoomMatrix, &event);
} else if (gGameState == MENU) {
menu_handle_event(mainMenu, &event);
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} else if (gGameState == IN_GAME_MENU) {
menu_handle_event(inGameMenu, &event);
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}
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pointer_handle_event(gPointer, &event);
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}
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return quit;
}
static bool
is_player_dead(void)
{
if (gPlayer->stats.hp <= 0) {
return true;
}
return false;
}
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static void
check_next_level(void)
{
Room *room = gMap->rooms[gMap->currentRoom.x][gMap->currentRoom.y];
Position pos = position_to_matrix_coords(&gPlayer->sprite->pos);
MapTile *tile = room->tiles[pos.x][pos.y];
if (!tile) {
error("Looks like we are out of place");
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return;
}
if (tile->levelExit) {
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++cLevel;
resetGame();
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}
}
static void
run_game(void)
{
map_clear_dead_monsters(gMap);
map_clear_collected_items(gMap);
roommatrix_populate_from_map(gRoomMatrix, gMap);
roommatrix_add_lightsource(gRoomMatrix,
&gPlayer->sprite->pos);
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roommatrix_build_lightmap(gRoomMatrix);
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gui_update_player_stats(gGui, gPlayer, gMap, gRenderer);
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particle_engine_update(deltaTime);
if (gPlayer->steps >= gPlayer->stats.speed) {
player_reset_steps(gPlayer);
roommatrix_update_with_player(gRoomMatrix, gPlayer);
map_move_monsters(gMap, gRoomMatrix);
}
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
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SDL_RenderSetViewport(gRenderer, &gameViewport);
map_render(gMap, &gCamera);
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particle_engine_render(&gCamera);
if (!is_player_dead())
player_render(gPlayer, &gCamera);
if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
roommatrix_render_mouse_square(gRoomMatrix, &gCamera);
roommatrix_render_lightmap(gRoomMatrix, &gCamera);
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SDL_RenderSetViewport(gRenderer, &rightGuiViewport);
gui_render_panel(gGui, RIGHT_GUI_WIDTH,
RIGHT_GUI_HEIGHT, &gCamera);
SDL_RenderSetViewport(gRenderer, &bottomGuiViewport);
gui_render_log(gGui, BOTTOM_GUI_WIDTH,
BOTTOM_GUI_HEIGHT, &gCamera);
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SDL_RenderSetViewport(gRenderer, NULL);
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if (gGameState == IN_GAME_MENU) {
SDL_Rect dimmer = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 150);
SDL_RenderFillRect(gRenderer, &dimmer);
menu_render(inGameMenu, &gCamera);
}
if (gGameState == GAME_OVER) {
// TODO(Linus): Render game over?
}
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pointer_render(gPointer, &gCamera);
SDL_RenderPresent(gRenderer);
if (gGameState == PLAYING && is_player_dead()) {
gui_log("The dungeon consumed you");
gGameState = GAME_OVER;
}
check_next_level();
}
static void
run_menu(void)
{
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if (!timer_started(menuTimer))
timer_start(menuTimer);
roommatrix_populate_from_map(gRoomMatrix, gMap);
roommatrix_build_lightmap(gRoomMatrix);
if (timer_get_ticks(menuTimer) > 1000) {
timer_stop(menuTimer);
timer_start(menuTimer);
map_move_monsters(gMap, gRoomMatrix);
}
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
SDL_RenderClear(gRenderer);
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SDL_RenderSetViewport(gRenderer, &menuViewport);
map_render(gMap, &gCamera);
roommatrix_render_lightmap(gRoomMatrix, &gCamera);
SDL_RenderSetViewport(gRenderer, NULL);
menu_render(mainMenu, &gCamera);
pointer_render(gPointer, &gCamera);
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SDL_RenderPresent(gRenderer);
}
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static
void run(void)
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{
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static int oldTime = 0;
static int currentTime = 0;
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bool quit = false;
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Timer* fpsTimer = timer_create();
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gui_log("The Dungeon Crawl begins!");
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while (!quit)
{
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timer_start(fpsTimer);
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quit = handle_events();
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switch (gGameState) {
case PLAYING:
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case IN_GAME_MENU:
case GAME_OVER:
run_game();
break;
case MENU:
run_menu();
break;
case QUIT:
quit = true;
break;
default:
break;
}
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int ticks = timer_get_ticks(fpsTimer);
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if (ticks < 1000/60)
SDL_Delay((1000/60) - ticks);
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timer_stop(fpsTimer);
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if (currentTime == 0)
currentTime = SDL_GetTicks();
else {
oldTime = currentTime;
currentTime = SDL_GetTicks();
deltaTime = (currentTime - oldTime) / 1000.0;
}
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}
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timer_destroy(fpsTimer);
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}
static
void close(void)
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{
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if (gPlayer)
player_destroy(gPlayer);
if (gMap)
map_destroy(gMap);
if (mainMenu)
menu_destroy(mainMenu);
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if (inGameMenu)
menu_destroy(inGameMenu);
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roommatrix_destroy(gRoomMatrix);
gui_destroy(gGui);
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pointer_destroy(gPointer);
item_builder_close();
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particle_engine_close();
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timer_destroy(menuTimer);
mixer_close();
SDL_DestroyRenderer(gRenderer);
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SDL_DestroyWindow(gWindow);
gWindow = NULL;
TTF_Quit();
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IMG_Quit();
SDL_Quit();
}
int main(int argc, char *argv[])
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{
UNUSED(argc);
UNUSED(argv);
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if (!init())
return 1;
loadMedia();
run();
close();
return 0;
}