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ifr_interface.c
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196 lines (149 loc) · 3.37 KB
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/* =================================================== */
/* Intelligent FRAC. (C) 2000 Michael Glickman */
/* --------------------------------------------------- */
/* See LICENSE regarding distribution policy and */
/* conditions of use. */
/* =================================================== */
#include <time.h>
#include "ifr.h"
extern PLAYER *players[];
extern int HelpMode;
#ifdef USE_BACKGROUND_MUSIC
extern volatile MUSIC_STATUS mstatus;
#endif
/*
double Efficiency;
#define FRAME_COUNT_QUANTUM 10000
static long FrameCount;
static clock_t FrameClockOrigin;
*/
int interface_start(void)
{
/* FrameCount = 0;
Efficiency = .0; */
joystick_start();
return kbd_interface_start();
}
void interface_end(void)
{
joystick_stop();
kbd_interface_end();
}
int process_std_oper(ACTION act)
{
switch(act)
{ case ACT_JOYSTICK:
joystick_start();
return 1;
case ACT_KEYBOARD:
joystick_stop();
return 1;
case ACT_PAUSE:
if (!HelpMode) pause_game();
return 1;
case ACT_BOSS:
boss_routine();
return 1;
case ACT_STATUS:
if (!HelpMode) show_status();
return 1;
#ifdef USE_BACKGROUND_MUSIC
case ACT_MUSIC:
toggle_background_music();
return 1;
#endif
#ifdef USE_VOLUME_CONTROL
case ACT_VOLUPLEFT:
change_volume(1, -1);
return 1;
case ACT_VOLUP:
change_volume(1, 0);
return 1;
case ACT_VOLUPRIGHT:
change_volume(1, 1);
return 1;
case ACT_VOLLEFT:
change_volume(0, -1);
return 1;
case ACT_VOLRIGHT:
change_volume(0, 1);
return 1;
case ACT_VOLDOWNLEFT:
change_volume(-1, -1);
return 1;
case ACT_VOLDOWN:
change_volume(-1, 0);
return 1;
case ACT_VOLDOWNRIGHT:
change_volume(-1, 1);
return 1;
#endif
default:
;
}
return 0;
}
ACTION interface_routine(PLAYER *player)
{ ACTION act;
/*
if (++FrameCount >= FRAME_COUNT_QUANTUM)
{ clock_t now = clock();
if (now > FrameClockOrigin)
{ Efficiency = (FrameCount * CLOCKS_PER_SEC) / (now - FrameClockOrigin);
FrameClockOrigin = now;
}
FrameCount = 0;
}
*/
act = joystick_interface_routine(player);
if (act == ACT_NONE)
act = kbd_interface_routine(player, 0);
if (act == ACT_NONE && player && player->type)
act = ai_interface_routine(player);
if (process_std_oper(act))
act = ACT_NONE;
#ifdef USE_BACKGROUND_MUSIC
if (mstatus == MUSIC_RERUN)
start_background_music();
#endif
return act;
}
ACTION edit_interface_routine(PLAYER *player)
{ ACTION act = ACT_NONE;
act = kbd_interface_routine(player, 1);
if (act == ACT_BOSS)
{ boss_routine();
act = ACT_NONE;
}
return act;
}
void flush_input(void)
{
flush_joystick();
flush_kbd();
}
unsigned long start_clock_from(unsigned long from, unsigned long interval)
{
return from + (interval * CLOCKS_PER_SEC / 1000);
}
unsigned long start_clock(unsigned long interval)
{
return start_clock_from(clock(), interval);
}
int time_up(unsigned long next_clock)
{
return (clock() >= next_clock);
}
ACTION wait_clock(unsigned long next_clock, PLAYER *player)
{
ACTION act;
do
{
act = interface_routine(player);
/* if (act == ACT_QUIT || act == ACT_LEVEL || act == ACT_SHOWNEXT ||
act == ACT_TURNFWD || act == ACT_TURNBACK || act == ACT_DROP ) */
if (act != ACT_NONE) return act;
}
while (clock() < next_clock);
return ACT_NONE;
}