Mercurial > molko
view src/game.c @ 49:a8c7db56ccb0
core: backed out changeset 55869b5e4761
We don't need properties because we will generate them in the map.
author | David Demelier <markand@malikania.fr> |
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date | Fri, 17 Jan 2020 12:09:30 +0100 |
parents | e10fd1b6323f |
children | 9f6267843815 |
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/* * game.c -- main game object * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stddef.h> #include "game.h" #include "state.h" struct game game = { .state = NULL, .state_next = NULL }; void game_switch(struct state *state) { assert(state); game.state_next = state; } void game_handle(const union event *event) { if (game.state) game.state->handle(event); } void game_update(unsigned int ticks) { /* Change state if any. */ if (game.state_next) { /* Inform the current state we're gonna leave it. */ if (game.state) game.state->leave(); game.state = game.state_next; game.state->enter(); game.state_next = NULL; } if (game.state) game.state->update(ticks); } void game_draw(void) { if (game.state) game.state->draw(); }