2010-04-20 04:10:42 +00:00
|
|
|
#include <ncurses.h>
|
|
|
|
#include <malloc.h>
|
|
|
|
#include "display.h"
|
|
|
|
#include "game.h"
|
|
|
|
#include "cursor.h"
|
|
|
|
|
|
|
|
void allocate_cursor(struct cursor **cursor) {
|
|
|
|
*cursor = malloc(sizeof(**cursor));
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void initialize_cursor(struct cursor *cursor) {
|
|
|
|
cursor->x = CURSOR_STARTING_X;
|
|
|
|
cursor->y = CURSOR_STARTING_Y;
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void draw_cursor(struct cursor *cursor) {
|
|
|
|
mvaddch(cursor->y, cursor->x, '*');
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void erase_cursor(struct cursor *cursor) {
|
|
|
|
mvdelch(cursor->y, cursor->x);
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
void move_cursor(struct cursor *cursor, enum movement movement) {
|
|
|
|
switch (movement) {
|
|
|
|
case LEFT:
|
|
|
|
if (cursor->x > CURSOR_STARTING_X) {
|
|
|
|
erase_cursor(cursor);
|
|
|
|
cursor->x = cursor->x - 8;
|
|
|
|
if (cursor->y > CURSOR_STARTING_Y) {
|
|
|
|
move_cursor(cursor, UP);
|
|
|
|
move_cursor(cursor, DOWN);
|
|
|
|
}
|
|
|
|
draw_cursor(cursor);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case DOWN:
|
|
|
|
if (cursor->y == CURSOR_STARTING_Y) {
|
|
|
|
erase_cursor(cursor);
|
|
|
|
switch (cursor->x - 3) {
|
|
|
|
case MANEUVRE_0_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_0);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_1_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_1);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_2_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_2);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_3_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_3);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_4_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_4);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_5_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_5);
|
|
|
|
break;
|
|
|
|
case MANEUVRE_6_STARTING_X:
|
|
|
|
cursor->y = cursor->y + 7 + length(deck->maneuvre_6);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
draw_cursor(cursor);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case RIGHT:
|
|
|
|
if (cursor->x < 49) {
|
|
|
|
erase_cursor(cursor);
|
|
|
|
cursor->x = cursor->x + 8;
|
|
|
|
if (cursor->y > CURSOR_STARTING_Y) {
|
|
|
|
move_cursor(cursor, UP);
|
|
|
|
move_cursor(cursor, DOWN);
|
|
|
|
}
|
|
|
|
draw_cursor(cursor);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case UP:
|
|
|
|
if (cursor->y > 1) {
|
|
|
|
erase_cursor(cursor);
|
|
|
|
cursor->y = CURSOR_STARTING_Y;
|
|
|
|
draw_cursor(cursor);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* this is needed because of the screen glitch that moving the cursor
|
|
|
|
* on the maneuvre's stacks causes */
|
|
|
|
refresh();
|
|
|
|
draw_game(deck);
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
2010-04-20 17:11:16 +00:00
|
|
|
|
|
|
|
bool cursor_on_stock(struct cursor *cursor) {
|
|
|
|
return((cursor->x == CURSOR_STARTING_X) && (cursor->y == CURSOR_STARTING_Y));
|
|
|
|
}
|