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- #include "game_state.h"
- #include <furi.h>
- struct GameState {
- LaserTagTeam team;
- uint8_t health;
- uint16_t score;
- uint16_t ammo;
- uint32_t game_time;
- bool game_over;
- };
- GameState* game_state_alloc() {
- GameState* state = malloc(sizeof(GameState));
- state->team = TeamRed;
- state->health = 100;
- state->score = 0;
- state->ammo = 100;
- state->game_time = 0;
- state->game_over = false;
- return state;
- }
- void game_state_free(GameState* state) {
- free(state);
- }
- void game_state_reset(GameState* state) {
- state->health = 100;
- state->score = 0;
- state->ammo = 100;
- state->game_time = 0;
- state->game_over = false;
- }
- void game_state_set_team(GameState* state, LaserTagTeam team) {
- state->team = team;
- }
- LaserTagTeam game_state_get_team(GameState* state) {
- return state->team;
- }
- void game_state_decrease_health(GameState* state, uint8_t amount) {
- if(state->health > amount) {
- state->health -= amount;
- } else {
- state->health = 0;
- state->game_over = true;
- }
- }
- void game_state_increase_health(GameState* state, uint8_t amount) {
- state->health = (state->health + amount > 100) ? 100 : state->health + amount;
- }
- uint8_t game_state_get_health(GameState* state) {
- return state->health;
- }
- void game_state_increase_score(GameState* state, uint16_t points) {
- state->score += points;
- }
- uint16_t game_state_get_score(GameState* state) {
- return state->score;
- }
- void game_state_decrease_ammo(GameState* state, uint16_t amount) {
- if(state->ammo > amount) {
- state->ammo -= amount;
- } else {
- state->ammo = 0;
- }
- }
- void game_state_increase_ammo(GameState* state, uint16_t amount) {
- state->ammo += amount;
- }
- uint16_t game_state_get_ammo(GameState* state) {
- return state->ammo;
- }
- void game_state_update_time(GameState* state, uint32_t delta_time) {
- state->game_time += delta_time;
- }
- uint32_t game_state_get_time(GameState* state) {
- return state->game_time;
- }
- bool game_state_is_game_over(GameState* state) {
- return state->game_over;
- }
- void game_state_set_game_over(GameState* state, bool game_over) {
- state->game_over = game_over;
- }
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