game_state.c 2.6 KB

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  1. #include "game_state.h"
  2. #include <furi.h>
  3. #include <stdlib.h>
  4. struct GameState {
  5. LaserTagTeam team;
  6. uint8_t health;
  7. uint16_t score;
  8. uint16_t ammo;
  9. uint32_t game_time;
  10. bool game_over;
  11. };
  12. GameState* game_state_alloc() {
  13. GameState* state = malloc(sizeof(GameState));
  14. if(!state) {
  15. return NULL;
  16. }
  17. state->team = TeamRed;
  18. state->health = INITIAL_HEALTH;
  19. state->score = 0;
  20. state->ammo = INITIAL_AMMO;
  21. state->game_time = 0;
  22. state->game_over = false;
  23. return state;
  24. }
  25. void game_state_reset(GameState* state) {
  26. furi_assert(state);
  27. state->health = INITIAL_HEALTH;
  28. state->score = 0;
  29. state->ammo = INITIAL_AMMO;
  30. state->game_time = 0;
  31. state->game_over = false;
  32. }
  33. void game_state_set_team(GameState* state, LaserTagTeam team) {
  34. furi_assert(state);
  35. state->team = team;
  36. }
  37. LaserTagTeam game_state_get_team(GameState* state) {
  38. furi_assert(state);
  39. return state->team;
  40. }
  41. void game_state_decrease_health(GameState* state, uint8_t amount) {
  42. furi_assert(state);
  43. if(state->health > amount) {
  44. state->health -= amount;
  45. } else {
  46. state->health = 0;
  47. state->game_over = true;
  48. }
  49. }
  50. void game_state_increase_health(GameState* state, uint8_t amount) {
  51. furi_assert(state);
  52. state->health = (state->health + amount > MAX_HEALTH) ? MAX_HEALTH : state->health + amount;
  53. }
  54. uint8_t game_state_get_health(GameState* state) {
  55. furi_assert(state);
  56. return state->health;
  57. }
  58. void game_state_increase_score(GameState* state, uint16_t points) {
  59. furi_assert(state);
  60. state->score += points;
  61. }
  62. uint16_t game_state_get_score(GameState* state) {
  63. furi_assert(state);
  64. return state->score;
  65. }
  66. void game_state_decrease_ammo(GameState* state, uint16_t amount) {
  67. furi_assert(state);
  68. if(state->ammo > amount) {
  69. state->ammo -= amount;
  70. } else {
  71. state->ammo = 0;
  72. }
  73. }
  74. void game_state_increase_ammo(GameState* state, uint16_t amount) {
  75. furi_assert(state);
  76. state->ammo += amount;
  77. }
  78. uint16_t game_state_get_ammo(GameState* state) {
  79. furi_assert(state);
  80. return state->ammo;
  81. }
  82. void game_state_update_time(GameState* state, uint32_t delta_time) {
  83. furi_assert(state);
  84. state->game_time += delta_time;
  85. }
  86. uint32_t game_state_get_time(GameState* state) {
  87. furi_assert(state);
  88. return state->game_time;
  89. }
  90. bool game_state_is_game_over(GameState* state) {
  91. furi_assert(state);
  92. return state->game_over;
  93. }
  94. void game_state_set_game_over(GameState* state, bool game_over) {
  95. furi_assert(state);
  96. state->game_over = game_over;
  97. }