Example #1
0
File: main.c Project: Df458/Growgue
bool update_game()
{
    int in = get_input(get_map_window());
    if(in == INPUT_ACTION && get_last_action() == ACTION_QUIT)
        return false;
    else if(in == INPUT_ACTION && (get_last_action() == ACTION_SCROLL_UP || get_last_action() == ACTION_SCROLL_DOWN)) {
        log_scroll(get_last_action() == ACTION_SCROLL_UP);
        draw_log();
    } else if(!dead) {
        update_player();
        if(get_current_floor() != current_level) {
            set_current_map(world[get_current_floor()], current_level < get_current_floor(), current_level > get_current_floor());
            current_level = get_current_floor();
        }
        update_map(1, world[current_level]);
        if(is_dead()) {
            add_message(COLOR_HP_CRIT, "Oh dear, you've died!");
            add_message(COLOR_DEFAULT, "Press q to return to the main menu");
            dead = true;
        }
        if(game_won())
            dead = true;
        draw_log();
    }
    return true;
}
Example #2
0
turn_command_t player_turn(game_t * game)
{
    int input;

    while (1)
    {
        input = getch();

        if(input == ERR) {
            draw_log(game->input_type, &(game->log), game->level);
            continue;
        }

        clear_msg();

        if(input == '\t')
        {
            if(game->input_type == input_type_log) {
                timeout(-1);
                game->input_type = input_type_map;
            } else {
                timeout(500);
                game->input_type = input_type_log;
            }

            draw_map(game->input_type, game->level);
            draw_stats(&(game->player), game->level);
            draw_log(game->input_type, &(game->log), game->level);

            continue;
        }

        turn_command_t command;

        if(game->input_type == input_type_map) {
            command = process_input_map(game, input);
        } else {
            command = process_input_log(game, input);
            draw_log(game->input_type, &(game->log), game->level);
        }

        if(command == turn_command_void) {
            continue;
        }

        return command;
    }
}
Example #3
0
/* Puts robot in (0,0)
 *
 *
 * LOGS the movement
 */
void move_robot_origin()
{
	draw_info(ENERGY,ENERGY_STAT, 0, 0, DIRECTION);
	draw_log("--Ir al origen      ");

	draw_robot(0, 0, DIRECTION);

	origin();

	BOARD[X][Y] = EMPTY;
	if( is_station_below )
	{
		BOARD[X][Y] = STATION;
		draw_object(X, Y, 's');
		is_station_below=0;
	}
	X=0;
	Y=0;
	if( DIRECTION == UP)
	{
		BOARD[X][Y] = UROBOT;
	}
	else if( DIRECTION == DOWN)
	{
		BOARD[X][Y] = DROBOT;
	}
	else if( DIRECTION == RIGHT)
	{
		BOARD[X][Y] = RROBOT;
	}
	else if( DIRECTION == LEFT)
	{
		BOARD[X][Y] = LROBOT;
	}
}
Example #4
0
File: main.c Project: Df458/Growgue
void init_game()
{
    WINDOW* map_win = newwin(24, 80, 0, 0);
    WINDOW* area_win = newwin(6, 10, 0, 80);
    WINDOW* stats_win = newwin(8, 10, 6, 80);
    WINDOW* examine_win = newwin(10, 10, 14, 80);
    WINDOW* hp_win = newwin(1, 90, 24, 0);
    WINDOW* log_win = newwin(10, 90, 25, 0);

    dead = false;

    init_log(log_win);
    init_map(map_win);
    init_items();
    world = calloc(LEVEL_COUNT, sizeof(map*));
    world[0] = load_map("data/maps/farm.map", 78, 22, false, true);
    for(int i = 1; i < 3; ++i)
        world[i] = load_map("data/maps/easy_cave.map", 80 + 10 * (i - 1), 24 + 4 * (i - 1), true, true);
    for(int i = 3; i < 5; ++i)
        world[i] = load_map("data/maps/mid_cave.map", 80 + 10 * (i - 1), 24 + 4 * (i - 1), true, true);
    for(int i = 5; i < 7; ++i)
        world[i] = load_map("data/maps/hard_cave.map", 80 + 15 * (i - 1), 24 + 6 * (i - 1), true, true);
    for(int i =7; i < 9; ++i)
        world[i] = load_map("data/maps/crazy_cave.map", 80 + 18 * (i - 1), 24 + 8 * (i - 1), true, true);
    world[LEVEL_COUNT - 1] = load_map("data/maps/final.map", 78, 22, true, false);
    init_player(map_win, stats_win, hp_win, area_win, examine_win, world[0]);
    int x, y;
    get_random_empty_tile(&x, &y, world[LEVEL_COUNT - 1]);
    spawn_item(x, y, "data/items/cat.item", world[LEVEL_COUNT - 1]);

    get_random_empty_tile(&x, &y, world[0]);
    player_set_position(x, y);
    draw_map(x, y, world[0]);
    add_message(COLOR_DEFAULT, "@ symbol, a brave young farmer, was out for a stroll on his farm when his cat Cuddles ran down into the gaping starcase to the deadly Caves of Consternation! @ symbol had been meaning to patch that up for a while, but hadn't gotten a chance yet. Don't judge.");
    if(ask_question(COLOR_SELECTION, "Will you help @ symbol retrieve his cat, Cuddles?"))
        add_message(COLOR_HP_GOOD, "Excellent! Get to it, then!");
    else {
        add_message(COLOR_HP_CRIT, "Well that was unexpected. Okay then, press q to quit to the main menu.");
        dead = true;
    }
    draw_log();
}
Example #5
0
void		Plazza::start()
{
  draw_menu();
  draw_log();

  char	buff[4096];
  std::string line;

  while (line != "quit")
    {
      printEcrased();
      move(40, 2);
      clrtoeol();
      getstr(buff);
      line.assign(buff);
      parsing(line);
      distrib();
      wclrtoeol(_footer);
    }
}
Example #6
0
/* Empty the BOARD, fills it and draw with game elements
 *
 * Put Robot at 0,0
 * Put N_BARRIERS barriers randomly
 * Put [1, ( (N_BARRIERS*10)/100 )] charge stations randomly
 * Put the exit at (EXIT_X, EXIT_Y)
 */
void new_game(int n_barriers, int exit_x, int exit_y)
{
	int rand_x, rand_y;
	int barriers_allocated=0;
	int stations_allocated=0;
	int n_stations;

	// Adjust EXIT coordinates to [0-7]
	exit_x--;
	exit_y--;
	
	// Empty the BOARD and blank it
	reset_game_values();

	/* Put Robot, always start at 0,0 ponting to the rigth */
	BOARD[0][0] = RROBOT;
	draw_robot(0,0,DIRECTION);
  
	/* Put Exit */
	BOARD[exit_x][exit_y] = EXIT;
	draw_object(exit_x, exit_y, 'e');

	/* Restart energy, refresh INFO window and inform in LOG window */
	draw_info(ENERGY,'g', 0, 0, DIRECTION);
	draw_log("*** NEW GAME ***");


	/* Put Barriers */
	while( barriers_allocated != n_barriers )
	{
		rand_x = (rand()%8);
		rand_y = (rand()%8);
		
		// Barrires can't jail the robot
		if( !((rand_x==1 && rand_y==0) || (rand_x==0 && rand_y==1)) )
		{

			if( BOARD[rand_x][rand_y] == EMPTY )
			{
				BOARD[rand_x][rand_y] = BARRIER;
				draw_object(rand_x, rand_y, 'b');

				barriers_allocated++;
			}
		}
	}



	/* Put Charge Stations */
	n_stations = (n_barriers*40)/100;
	if( n_stations < 0)
		n_stations = 1;

	while( stations_allocated != n_stations )
	{
		rand_x = (rand()%8);
		rand_y = (rand()%8);

		if( BOARD[rand_x][rand_y] == EMPTY )
		{
			BOARD[rand_x][rand_y] = STATION;
			draw_object(rand_x, rand_y, 's');

			stations_allocated++;
		}
	}

	// Enable runing game
	GAME_RUNING=1;

	// Init Hardware if possible
	serial_init();
	origin();

}
Example #7
0
/* Interchange robot coordinates
 *
 * If possible return 1, else return 0
 *
 * LOGS the movement
 * Charge robot energy when arrives a charge station
 * Invokes WIN and NEW GAME routines whe robot arrive the exit
 */
int teleport_robot()
{
	if( !GAME_RUNING ){ return 0; }

	int new_x, new_y; 

	// Interchange coordinates
	new_x = Y;
	new_y = X;


	if( BOARD[new_x][new_y] == BARRIER )
	{
		draw_log("[!] Imposible [!]     ");
		return 0;
	}
	
	// Charge station found
	else if( BOARD[new_x][new_y] == STATION )
	{
		draw_log("[!] Imposible [!]     ");
		return 0;
	}
	// Exit found
	else if( BOARD[new_x][new_y] == EXIT )
	{
		draw_log("[!] Imposible [!]     ");
		return 0;
	}
	// Empty box found
	else if( BOARD[new_x][new_y] == EMPTY )
	{
		draw_robot(new_x, new_y, DIRECTION);

		to(new_x, new_y);

		BOARD[X][Y] = EMPTY;
		if( is_station_below )
		{
			BOARD[X][Y] = STATION;
			draw_object(X, Y, 's');
			is_station_below=0;
		}
		X = new_x;
		Y = new_y;
		if( DIRECTION == UP)
		{
			BOARD[X][Y] = UROBOT;
		}
		else if( DIRECTION == DOWN)
		{
			BOARD[X][Y] = DROBOT;
		}
		else if( DIRECTION == RIGHT)
		{
			BOARD[X][Y] = RROBOT;
		}
		else if( DIRECTION == LEFT)
		{
			BOARD[X][Y] = LROBOT;
		}
		ENERGY--;
		if(ENERGY>=INIT_ENERGY)
		{
			ENERGY_STAT = GOOD;
		}
		else if(ENERGY>=(INIT_ENERGY)/2)
		{
			ENERGY_STAT = MEDIUM;
		}
		else if( ENERGY > 0 )
		{
			ENERGY_STAT = BAD;
		}
		else
		{
			draw_log("--Teletransportar       ");
			draw_log("### PARTIDA PERDIDA ###");
			// Show LOSE pop-up
			get_losepopup();
			// Reset game
			reset_game_values();
			// Stop game
			GAME_RUNING=0;
			return 1;
		}

		draw_info(ENERGY,ENERGY_STAT, X, Y, DIRECTION);
		draw_log("--Teletransportar      ");
		return 1;
	}
}
Example #8
0
/* Moves the robot 1 step
 *
 * If possible return 1, else return 0
 *
 * LOGS the movement
 * Charge robot energy when arrives a charge station
 * Invokes WIN and NEW GAME routines whe robot arrive the exit
 */
int move_robot()
{ 
	if( !GAME_RUNING ){ return 0; }

	// UP step
	if( DIRECTION == UP && Y<7 )
	{
		// Barrier found
		if( BOARD[X][Y+1] == BARRIER )
		{
			return 0;
		}
		
		// Charge station found
		else if( BOARD[X][Y+1] == STATION )
		{
			draw_robot(X, Y+1, UP);
			
			// Hardware move
			step('y','f');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			Y++;
			BOARD[X][Y] = UROBOT;
			ENERGY+=ENERGY_STATIONS;
			draw_log("-| Cargando |-        ");
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else
			{
				ENERGY_STAT = BAD;
			}

			is_station_below=1;
			draw_info(ENERGY,ENERGY_STAT, X, Y, UP);
			draw_log("--Avanzar        ");
			return 1;
		}
		// Exit found
		else if( BOARD[X][Y+1] == EXIT )
		{
			draw_log("--Avanzar        ");
			draw_log("*** PARTIDA GANADA ***");
			// Show WIN pop-up
			get_winpopup(); 
			// Reset game
			reset_game_values();
			// Stop game
			GAME_RUNING=0;

			return 1;
		}
		// Empty box found
		else if( BOARD[X][Y+1] == EMPTY )
		{
			draw_robot(X, Y+1, UP);
			
			// Hardware move
			step('y','f');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			Y++;
			BOARD[X][Y] = UROBOT;
			ENERGY--;
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else if( ENERGY > 0 )
			{
				ENERGY_STAT = BAD;
			}
			else
			{
				draw_log("--Avanzar        ");
				draw_log("### PARTIDA PERDIDA ###");
				// Show LOSE pop-up
				get_losepopup();
				// Reset game
				reset_game_values();
				// Stop game
				GAME_RUNING=0;
				return 1;
			}

			draw_info(ENERGY,ENERGY_STAT, X, Y, UP);
			draw_log("--Avanzar        ");
			return 1;
		}

		return 0;
	}
			


	// DOWN step
	else if( DIRECTION == DOWN && Y>0 )
	{
		// Barrier found
		if( BOARD[X][Y-1] == BARRIER )
		{
			return 0;
		}
		
		// Charge station found
		else if( BOARD[X][Y-1] == STATION )
		{
			draw_robot(X, Y-1, DOWN);
			
			// Hardware move
			step('y','b');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			Y--;
			BOARD[X][Y] = DROBOT;
			ENERGY+=ENERGY_STATIONS;
			draw_log("-| Cargando |-        ");
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else
			{
				ENERGY_STAT = BAD;
			}

			is_station_below=1;
			draw_info(ENERGY,ENERGY_STAT, X, Y, DOWN);
			draw_log("--Avanzar        ");
			return 1;
		}
		// Exit found
		else if( BOARD[X][Y-1] == EXIT )
		{
			draw_log("--Avanzar        ");
			draw_log("*** PARTIDA GANADA ***");
			// Show WIN pop-up
			get_winpopup(); 
			// Reset game
			reset_game_values();
			// Stop game
			GAME_RUNING=0;
			return 1;
		}
		// Empty box found
		else if( BOARD[X][Y-1] == EMPTY )
		{
			draw_robot(X, Y-1, DOWN);
			
			// Hardware move
			step('y','b');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			Y--;
			BOARD[X][Y] = DROBOT;
			ENERGY--;
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else if( ENERGY > 0 )
			{
				ENERGY_STAT = BAD;
			}
			else
			{
				draw_log("--Avanzar        ");
				draw_log("### PARTIDA PERDIDA ###");
				// Show LOSE pop-up
				get_losepopup();
				// Reset game
				reset_game_values();
				// Stop game
				GAME_RUNING=0;
				return 1;
			}

			draw_info(ENERGY,ENERGY_STAT, X, Y, DOWN);
			draw_log("--Avanzar        ");
			return 1;
		}

		return 0;
	}


	
	// RIGHT step
	else if( DIRECTION == RIGHT && X<7 )
	{
		// Barrier found
		if( BOARD[X+1][Y] == BARRIER )
		{
			return 0;
		}
		
		// Charge station found
		else if( BOARD[X+1][Y] == STATION )
		{
			draw_robot(X+1, Y, RIGHT);
			
			// Hardware move
			step('x','f');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			X++;
			BOARD[X][Y] = RROBOT;
			ENERGY+=ENERGY_STATIONS;
			draw_log("-| Cargando |-        ");
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else
			{
				ENERGY_STAT = BAD;
			}

			is_station_below=1;
			draw_info(ENERGY,ENERGY_STAT, X, Y, RIGHT);
			draw_log("--Avanzar        ");
			return 1;
		}
		// Exit found
		else if( BOARD[X+1][Y] == EXIT )
		{
			draw_log("--Avanzar        ");
			draw_log("*** PARTIDA GANADA ***");
			// Show WIN pop-up
			get_winpopup(); 
			// Reset game
			reset_game_values();
			// Stop game
			GAME_RUNING=0;
			return 1;
		}
		// Empty box found
		else if( BOARD[X+1][Y] == EMPTY )
		{
			draw_robot(X+1, Y, RIGHT);
			
			// Hardware move
			step('x','f');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			X++;
			BOARD[X][Y] = RROBOT;
			ENERGY--;
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else if( ENERGY > 0 )
			{
				ENERGY_STAT = BAD;
			}
			else
			{
				draw_log("--Avanzar        ");
				draw_log("### PARTIDA PERDIDA ###");
				// Show LOSE pop-up
				get_losepopup();
				// Reset game
				reset_game_values();
				// Stop game
				GAME_RUNING=0;
				return 1;
			}

			draw_info(ENERGY,ENERGY_STAT, X, Y, RIGHT);
			draw_log("--Avanzar        ");
			return 1;
		}

		return 0;
	}



	// LEFT step
	else if( DIRECTION == LEFT && X>0 )
	{
		// Barrier found
		if( BOARD[X-1][Y] == BARRIER )
		{
			return 0;
		}
		
		// Charge station found
		else if( BOARD[X-1][Y] == STATION )
		{
			draw_robot(X-1, Y, LEFT);
			
			// Hardware move
			step('x','b');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			X--;
			BOARD[X][Y] = LROBOT;
			ENERGY+=ENERGY_STATIONS;
			draw_log("-| Cargando |-        ");
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else
			{
				ENERGY_STAT = BAD;
			}

			is_station_below=1;
			draw_info(ENERGY,ENERGY_STAT, X, Y, LEFT);
			draw_log("--Avanzar        ");
			return 1;
		}
		// Exit found
		else if( BOARD[X-1][Y] == EXIT )
		{
			draw_log("--Avanzar        ");
			draw_log("*** PARTIDA GANADA ***");
			// Show WIN pop-up
			get_winpopup(); 
			// Reset game
			reset_game_values();
			// Stop game
			GAME_RUNING=0;
			return 1;
		}
		// Empty box found
		else if( BOARD[X-1][Y] == EMPTY )
		{
			draw_robot(X-1, Y, LEFT);
			
			// Hardware move
			step('x','b');

			BOARD[X][Y] = EMPTY;
			if( is_station_below )
			{
				BOARD[X][Y] = STATION;
				draw_object(X, Y, 's');
				is_station_below=0;
			}
			X--;
			BOARD[X][Y] = LROBOT;
			ENERGY--;
			if(ENERGY>=INIT_ENERGY)
			{
				ENERGY_STAT = GOOD;
			}
			else if(ENERGY>=(INIT_ENERGY)/2)
			{
				ENERGY_STAT = MEDIUM;
			}
			else if( ENERGY > 0 )
			{
				ENERGY_STAT = BAD;
			}
			else
			{
				draw_log("--Avanzar        ");
				draw_log("### PARTIDA PERDIDA ###");
				// Show LOSE pop-up
				get_losepopup();
				// Reset game
				reset_game_values();
				// Stop game
				GAME_RUNING=0;
				return 1;
			}

			draw_info(ENERGY,ENERGY_STAT, X, Y, LEFT);
			draw_log("--Avanzar        ");
			return 1;
		}

		return 0;
	}
}
Example #9
0
/* Rotates the robot in DIR direction
 *
 *
 * LOGS the movement
 */
void rotate_robot(char dir)
{

	if( !GAME_RUNING ){ return; }

	if( dir == RIGHT )
	{
		draw_log("--Girar Derecha         ");
		if( DIRECTION == UP )
		{
			draw_robot(X, Y, RIGHT);
			draw_info(ENERGY,ENERGY_STAT, X, Y, RIGHT);
			DIRECTION = RIGHT;
		}
		else if( DIRECTION == DOWN )
		{
			draw_robot(X, Y, LEFT);
			draw_info(ENERGY,ENERGY_STAT, X, Y, LEFT);
			DIRECTION = LEFT;
		}
		else if( DIRECTION == LEFT )
		{
			draw_robot(X, Y, UP);
			draw_info(ENERGY,ENERGY_STAT, X, Y, UP);
			DIRECTION = UP;
		}
		else if( DIRECTION == RIGHT )
		{
			draw_robot(X, Y, DOWN);
			draw_info(ENERGY,ENERGY_STAT, X, Y, DOWN);
			DIRECTION = DOWN;
		}
	}
	else if( dir == LEFT )
	{
		draw_log("--Girar Izquierda        ");
		if( DIRECTION == UP )
		{
			draw_robot(X, Y, LEFT);
			draw_info(ENERGY,ENERGY_STAT, X, Y, LEFT);
			DIRECTION = LEFT;
		}
		else if( DIRECTION == DOWN )
		{
			draw_robot(X, Y, RIGHT);
			draw_info(ENERGY,ENERGY_STAT, X, Y, RIGHT);
			DIRECTION = RIGHT;
		}
		else if( DIRECTION == LEFT )
		{
			draw_robot(X, Y, DOWN);
			draw_info(ENERGY,ENERGY_STAT, X, Y, DOWN);
			DIRECTION = DOWN;
		}
		else if( DIRECTION == RIGHT )
		{
			draw_robot(X, Y, UP);
			draw_info(ENERGY,ENERGY_STAT, X, Y, UP);
			DIRECTION = UP;
		}
	}
}
Example #10
0
int main() {
    // Initialize custom GUI stuff
    init_gui();

    // Draw splash thingy
    //splash();

    // Create player object
    Player player;

    // Set player's name
    set_character_name(player);

    // Set player's main attributes
    set_main_attributes(player);

    // Add base stuff to player inventory
    player.inventory.additem(new BattleAxe(), 1);
    player.inventory.additem(new Shortsword(), 1);
    player.inventory.additem(new Mace(), 1);
    player.inventory.additem(new Fork(), 8);

    /* BEGIN OLD TESTING STUFF

    // Display player stats window
    draw_character_stats(player);
    getch();

    */ //END OLD TESTING STUFF

    // Load map
    Map current_map = Map();
    load_map(current_map, "testmap");
    log.write("Loaded testmap.");

    // Place Player onto map
    current_map.place_character(2, 2, player);

    log.write("Press 'h' for help.");

    /* Prepare for player input */
    keypad(stdscr, true);
    int input = 0;

    // Do stuff with player input
    bool exit = false;
    while(true) {
        // Escape: exit game confirmation
        if(input == 27) {
            exit = confirm_exit();
        }

        // Arrow keys: move player character
        if(input == KEY_UP || input == KEY_DOWN || input == KEY_LEFT || input == KEY_RIGHT) {
            current_map.move_character(player, input);
        }

        // I: open inventory
        if(input == 'i') {
            player_inventory(player);
        }

        // H: print help
        if(input == 'h') {
            log.write("Quit game: esc\n  Open/close inventory: i\n  Move character: arrow keys");
        }

        // Draw the rest of the windows
        draw_map(current_map);
        draw_log(log);
        draw_character_equipslot(player);

        // Exit if exit flag was set
        if(exit) break;

        // Get new input
        input = getch();
    }

    endwin();

    return 0;
}