コード例 #1
0
ファイル: mousekey.c プロジェクト: mikelduffy/qmk_firmware
void mousekey_task(void)
{
    if (timer_elapsed(last_timer) < (mousekey_repeat ? mk_interval : mk_delay*10))
        return;

    if (mouse_report.x == 0 && mouse_report.y == 0 && mouse_report.v == 0 && mouse_report.h == 0)
        return;

    if (mousekey_repeat != UINT8_MAX)
        mousekey_repeat++;


    if (mouse_report.x > 0) mouse_report.x = move_unit();
    if (mouse_report.x < 0) mouse_report.x = move_unit() * -1;
    if (mouse_report.y > 0) mouse_report.y = move_unit();
    if (mouse_report.y < 0) mouse_report.y = move_unit() * -1;

    /* diagonal move [1/sqrt(2) = 0.7] */
    if (mouse_report.x && mouse_report.y) {
        mouse_report.x *= 0.7;
        mouse_report.y *= 0.7;
    }

    if (timer_elapsed(last_timer) < (mousekey_repeat ? mk_wheel_interval : mk_delay*10))
        return;

    if (mouse_report.v > 0) mouse_report.v = wheel_unit();
    if (mouse_report.v < 0) mouse_report.v = wheel_unit() * -1;
    if (mouse_report.h > 0) mouse_report.h = wheel_unit();
    if (mouse_report.h < 0) mouse_report.h = wheel_unit() * -1;

    mousekey_send();
}
コード例 #2
0
ファイル: gate.c プロジェクト: TomBraun/server
static int gate_handle(trigger * t, void *data)
{
  /* call an event handler on gate.
   * data.v -> ( variant event, int timer )
   */
  gate_data *gd = (gate_data *) t->data.v;
  struct building *b = gd->gate;
  struct region *r = gd->target;

  if (b && b->region && r) {
    unit **up = &b->region->units;
    while (*up) {
      unit *u = *up;
      if (u->building == b)
        move_unit(u, r, NULL);
      if (*up == u)
        up = &u->next;
    }
  } else {
    log_error("could not perform gate::handle()\n");
    return -1;
  }
  unused_arg(data);
  return 0;
}
コード例 #3
0
ファイル: wormhole.c プロジェクト: Xolgrim/server
static int wormhole_age(struct attrib *a)
{
    wormhole_data *data = (wormhole_data *)a->data.v;
    int maxtransport = data->entry->size;
    region *r = data->entry->region;
    unit *u = r->units;

    for (; u != NULL && maxtransport != 0; u = u->next) {
        if (u->building == data->entry) {
            message *m = NULL;
            if (u->number > maxtransport || has_limited_skills(u)) {
                m = msg_message("wormhole_requirements", "unit region", u, u->region);
            }
            else if (data->exit != NULL) {
                move_unit(u, data->exit, NULL);
                maxtransport -= u->number;
                m = msg_message("wormhole_exit", "unit region", u, data->exit);
                add_message(&data->exit->msgs, m);
            }
            if (m != NULL) {
                add_message(&u->faction->msgs, m);
                msg_release(m);
            }
        }
    }

    remove_building(&r->buildings, data->entry);
    ADDMSG(&r->msgs, msg_message("wormhole_dissolve", "region", r));

    /* age returns 0 if the attribute needs to be removed, !=0 otherwise */
    return AT_AGE_KEEP;
}
コード例 #4
0
ファイル: gmcmd.c プロジェクト: UweKopf/server
/**
 ** GM: TELEPORT <unit> <x> <y>
 ** requires: permission-key "gmtele"
 **/
static void gm_teleport(const void *tnext, struct unit *u, struct order *ord)
{
  const struct plane *p = rplane(u->region);
  unit *to = findunit(getid());
  int x = rel_to_abs(p, u->faction, getint(), 0);
  int y = rel_to_abs(p, u->faction, getint(), 1);
  region *r = findregion(x, y);

  if (r == NULL || p != rplane(r)) {
    mistake(u, ord, "region is in another plane.");
  } else if (to == NULL) {
    ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "feedback_unit_not_found",
        ""));
  } else if (rplane(to->region) != rplane(r) && !ucontact(to, u)) {
    ADDMSG(&u->faction->msgs, msg_feedback(u, ord, "feedback_no_contact",
        "target", to));
  } else {
    /* checking permissions */
    attrib *permissions = a_find(u->faction->attribs, &at_permissions);
    if (!permissions || !has_permission(permissions, atoi36("gmtele"))) {
      mistake(u, ord, "permission denied.");
    } else
      move_unit(to, r, NULL);
  }
}
コード例 #5
0
ファイル: mousekey.c プロジェクト: mikelduffy/qmk_firmware
void mousekey_on(uint8_t code)
{
    if      (code == KC_MS_UP)       mouse_report.y = move_unit() * -1;
    else if (code == KC_MS_DOWN)     mouse_report.y = move_unit();
    else if (code == KC_MS_LEFT)     mouse_report.x = move_unit() * -1;
    else if (code == KC_MS_RIGHT)    mouse_report.x = move_unit();
    else if (code == KC_MS_WH_UP)    mouse_report.v = wheel_unit();
    else if (code == KC_MS_WH_DOWN)  mouse_report.v = wheel_unit() * -1;
    else if (code == KC_MS_WH_LEFT)  mouse_report.h = wheel_unit() * -1;
    else if (code == KC_MS_WH_RIGHT) mouse_report.h = wheel_unit();
    else if (code == KC_MS_BTN1)     mouse_report.buttons |= MOUSE_BTN1;
    else if (code == KC_MS_BTN2)     mouse_report.buttons |= MOUSE_BTN2;
    else if (code == KC_MS_BTN3)     mouse_report.buttons |= MOUSE_BTN3;
    else if (code == KC_MS_BTN4)     mouse_report.buttons |= MOUSE_BTN4;
    else if (code == KC_MS_BTN5)     mouse_report.buttons |= MOUSE_BTN5;
    else if (code == KC_MS_ACCEL0)   mousekey_accel |= (1<<0);
    else if (code == KC_MS_ACCEL1)   mousekey_accel |= (1<<1);
    else if (code == KC_MS_ACCEL2)   mousekey_accel |= (1<<2);
}
コード例 #6
0
void move_result::do_execute()
{
	LOG_AI_ACTIONS << "start of execution of: "<< *this << std::endl;
	assert(is_success());

	move_spectator_.set_unit(get_info().units.find(from_));

	if (from_ != to_) {
		move_unit(
			/*move_unit_spectator* move_spectator*/ &move_spectator_,
			/*std::vector<map_location> route*/ route_.steps,
			/*replay* move_recorder*/ &recorder,
			/*undo_list* undo_stack*/ NULL,
			/*bool show_move*/ preferences::show_ai_moves(),
			/*map_location *next_unit*/ NULL,
			/*bool continue_move*/ true, //@todo: 1.9 set to false after implemeting interrupt awareness
			/*bool should_clear_shroud*/ true,
			/*bool is_replay*/ false);

		if ( move_spectator_.get_ambusher().valid() || !move_spectator_.get_seen_enemies().empty() || !move_spectator_.get_seen_friends().empty() ) {
			set_gamestate_changed();
		} else if (move_spectator_.get_unit().valid()){
			unit_location_ = move_spectator_.get_unit()->first;
			if (unit_location_ != from_) {
				set_gamestate_changed();
			}
		}
	} else {
		assert(remove_movement_);
	}

	if (move_spectator_.get_unit().valid()){
		unit_location_ = move_spectator_.get_unit()->first;
		if ( remove_movement_ && ( move_spectator_.get_unit()->second.movement_left() > 0 ) && (unit_location_==to_)) {
			stopunit_result_ptr stopunit_res = actions::execute_stopunit_action(get_side(),true,unit_location_,true,false);
			if (!stopunit_res->is_ok()) {
				set_error(stopunit_res->get_status());
			}
			if (stopunit_res->is_gamestate_changed()) {
				set_gamestate_changed();
			}
		}
	} else {
		unit_location_ = map_location();
	}

	if (is_gamestate_changed()) {
		try {
			manager::raise_gamestate_changed();
		} catch (...) {
			is_ok(); //Silences "unchecked result" warning
			throw;
		}
	}
}
コード例 #7
0
ファイル: arena.c プロジェクト: UweKopf/server
static int
enter_arena(unit * u, const item_type * itype, int amount, order * ord)
{
  skill_t sk;
  region *r = u->region;
  unit *u2;
  int fee = u->faction->score / 5;
  unused(ord);
  unused(amount);
  unused(itype);
  if (fee > 2000)
    fee = 2000;
  if (getplane(r) == arena)
    return -1;
  if (u->number != 1 && enter_fail(u))
    return -1;
  if (get_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee) < fee
    && enter_fail(u))
    return -1;
  for (sk = 0; sk != MAXSKILLS; ++sk) {
    if (get_level(u, sk) > 1 && enter_fail(u))
      return -1;
  }
  for (u2 = r->units; u2; u2 = u2->next)
    if (u2->faction == u->faction)
      break;

  assert(!"not implemented");
/*
	for (res=0;res!=MAXRESOURCES;++res) if (res!=R_SILVER && res!=R_ARENA_GATE && (is_item(res) || is_herb(res) || is_potion(res))) {
		int x = get_resource(u, res);
		if (x) {
			if (u2) {
				change_resource(u2, res, x);
				change_resource(u, res, -x);
			}
			else if (enter_fail(u)) return -1;
		}
	}
*/
  if (get_money(u) > fee) {
    if (u2)
      change_money(u2, get_money(u) - fee);
    else if (enter_fail(u))
      return -1;
  }
  ADDMSG(&u->faction->msgs, msg_message("arena_enter_fail", "region unit",
      u->region, u));
  use_pooled(u, itype->rtype, GET_SLACK | GET_RESERVE, 1);
  use_pooled(u, oldresourcetype[R_SILVER], GET_DEFAULT, fee);
  set_money(u, 109);
  fset(u, UFL_ANON_FACTION);
  move_unit(u, start_region[rng_int() % 6], NULL);
  return 0;
}
コード例 #8
0
static int
use_museumexitticket(unit * u, const struct item_type *itype, int amount,
order * ord)
{
    attrib *a;
    region *r;
    unit *warden = findunit(atoi36("mwar"));
    int unit_cookie;

    unused_arg(amount);

    /* Prüfen ob in Eingangshalle */
    if (u->region->x != 9525 || u->region->y != 9525) {
        cmistake(u, ord, 266, MSG_MAGIC);
        return 0;
    }

    a = a_find(u->attribs, &at_museumexit);
    assert(a);
    r = findregion(a->data.sa[0], a->data.sa[1]);
    assert(r);
    a_remove(&u->attribs, a);
    /* Übergebene Gegenstände zurückgeben */

    a = a_find(u->attribs, &at_museumgivebackcookie);
    if (a) {
        unit_cookie = a->data.i;
        a_remove(&u->attribs, a);

        for (a = a_find(warden->attribs, &at_museumgiveback);
            a && a->type == &at_museumgiveback; a = a->next) {
            if (((museumgiveback *)(a->data.v))->cookie == unit_cookie)
                break;
        }
        if (a && a->type == &at_museumgiveback) {
            museumgiveback *gb = (museumgiveback *)(a->data.v);
            item *it;

            for (it = gb->items; it; it = it->next) {
                i_change(&u->items, it->type, it->number);
            }
            ADDMSG(&u->faction->msgs, msg_message("museumgiveback",
                "region unit sender items", r, u, warden, gb->items));
            a_remove(&warden->attribs, a);
        }
    }

    /* Benutzer zurück teleportieren */
    move_unit(u, r, NULL);

    /* Exitticket abziehen */
    i_change(&u->items, itype, -1);

    return 0;
}
コード例 #9
0
static int
use_museumticket(unit * u, const struct item_type *itype, int amount,
order * ord)
{
    attrib *a;
    region *r = u->region;
    plane *pl = rplane(r);

    unused_arg(amount);

    /* Pruefen ob in normaler Plane und nur eine Person */
    if (pl != get_homeplane()) {
        cmistake(u, ord, 265, MSG_MAGIC);
        return 0;
    }
    if (u->number != 1) {
        cmistake(u, ord, 267, MSG_MAGIC);
        return 0;
    }
    if (has_horses(u)) {
        cmistake(u, ord, 272, MSG_MAGIC);
        return 0;
    }

    /* In diesem Attribut merken wir uns, wohin die Einheit zurückgesetzt
     * wird, wenn sie das Museum verläßt. */

    a = a_add(&u->attribs, a_new(&at_museumexit));
    a->data.sa[0] = (short)r->x;
    a->data.sa[1] = (short)r->y;

    /* Benutzer in die Halle teleportieren */
    move_unit(u, findregion(9525, 9525), NULL);

    /* Ticket abziehen */
    i_change(&u->items, itype, -1);

    /* Benutzer ein Exitticket geben */
    i_change(&u->items, itype, 1);

    return 0;
}
コード例 #10
0
ファイル: board.cpp プロジェクト: verkkila/cchess
void Board::on_click(uint8_t button, uint16_t clicked_x, uint16_t clicked_y)
{
        if (!(clicked_x > render_bounds.x && clicked_x < render_bounds.x + render_bounds.w && clicked_y > render_bounds.y && clicked_y < render_bounds.y + render_bounds.h))
                return;
        clicked_x -= BORDER_SIZE_X;
        clicked_y -= BORDER_SIZE_Y;
        clicked_x = clicked_x / TILE_SIZE;
        clicked_y = clicked_y / TILE_SIZE;
        switch (button) {
        case MOUSERIGHT:
                deselect_unit();
                break;
        case MOUSELEFT:
                if (!unit_selected && !select_unit(clicked_x, clicked_y))
                        return;
                if (!can_move_unit(clicked_x, clicked_y) || !check_path(clicked_x, clicked_y))
                        return;
                kill_enemy_unit(clicked_x, clicked_y);
                move_unit(clicked_x, clicked_y);
                break;
        }
}
コード例 #11
0
ファイル: randenc.c プロジェクト: hochl/server
static void move_iceberg(region * r)
{
  attrib *a;
  direction_t dir;
  region *rc;

  a = a_find(r->attribs, &at_iceberg);
  if (!a) {
    dir = (direction_t) (rng_int() % MAXDIRECTIONS);
    a = a_add(&r->attribs, make_iceberg(dir));
  } else {
    if (rng_int() % 100 < 20) {
      dir = (direction_t) (rng_int() % MAXDIRECTIONS);
      a->data.i = dir;
    } else {
      dir = (direction_t) a->data.i;
    }
  }

  rc = rconnect(r, dir);

  if (rc && !fval(rc->terrain, ARCTIC_REGION)) {
    if (fval(rc->terrain, SEA_REGION)) {        /* Eisberg treibt */
      ship *sh, *shn;
      unit *u;
      int x, y;

      for (u = r->units; u; u = u->next)
        freset(u->faction, FFL_SELECT);
      for (u = r->units; u; u = u->next)
        if (!fval(u->faction, FFL_SELECT)) {
          fset(u->faction, FFL_SELECT);
          ADDMSG(&u->faction->msgs, msg_message("iceberg_drift",
              "region dir", r, dir));
        }

      x = r->x;
      y = r->y;

      runhash(r);
      runhash(rc);
      r->x = rc->x;
      r->y = rc->y;
      rc->x = x;
      rc->y = y;
      rhash(rc);
      rhash(r);

      /* rc ist der Ozean (Ex-Eisberg), r der Eisberg (Ex-Ozean) */

      /* Schiffe aus dem Zielozean werden in den Eisberg transferiert
       * und nehmen Schaden. */

      for (sh = r->ships; sh; sh = sh->next)
        freset(sh, SF_SELECT);

      for (sh = r->ships; sh; sh = sh->next) {
        /* Meldung an Kapitän */
        float dmg =
          get_param_flt(global.parameters, "rules.ship.damage.intoiceberg",
          0.10F);
        damage_ship(sh, dmg);
        fset(sh, SF_SELECT);
      }

      /* Personen, Schiffe und Gebäude verschieben */
      while (rc->buildings) {
        rc->buildings->region = r;
        translist(&rc->buildings, &r->buildings, rc->buildings);
      }
      while (rc->ships) {
        float dmg =
          get_param_flt(global.parameters, "rules.ship.damage.withiceberg",
          0.10F);
        fset(rc->ships, SF_SELECT);
        damage_ship(rc->ships, dmg);
        move_ship(rc->ships, rc, r, NULL);
      }
      while (rc->units) {
        building *b = rc->units->building;
        u = rc->units;
        u->building = 0; /* prevent leaving in move_unit */
        move_unit(rc->units, r, NULL);
        u_set_building(u, b); /* undo leave-prevention */
      }

      /* Beschädigte Schiffe können sinken */

      for (sh = r->ships; sh;) {
        shn = sh->next;
        if (fval(sh, SF_SELECT)) {
          u = ship_owner(sh);
          if (sh->damage >= sh->size * DAMAGE_SCALE) {
            if (u != NULL) {
              ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg_des",
                  "ship", sh));
            }
            remove_ship(&sh->region->ships, sh);
          } else if (u != NULL) {
            ADDMSG(&u->faction->msgs, msg_message("overrun_by_iceberg",
                "ship", sh));
          }
        }
        sh = shn;
      }

    } else if (rng_int() % 100 < 20) {  /* Eisberg bleibt als Gletscher liegen */
      unit *u;

      rsetterrain(r, T_GLACIER);
      a_remove(&r->attribs, a);

      for (u = r->units; u; u = u->next)
        freset(u->faction, FFL_SELECT);
      for (u = r->units; u; u = u->next)
        if (!fval(u->faction, FFL_SELECT)) {
          fset(u->faction, FFL_SELECT);
          ADDMSG(&u->faction->msgs, msg_message("iceberg_land", "region", r));
        }
    }
  }
}
コード例 #12
0
ファイル: unit.c プロジェクト: UweKopf/server
/** creates a new unit.
*
* @param dname: name, set to NULL to get a default.
* @param creator: unit to inherit stealth, group, building, ship, etc. from
*/
unit *create_unit(region * r, faction * f, int number, const struct race *urace,
  int id, const char *dname, unit * creator)
{
  unit *u = (unit *)calloc(1, sizeof(unit));

  assert(urace);
  if (f) {
    assert(f->alive);
    u_setfaction(u, f);

    if (f->locale) {
      order *deford = default_order(f->locale);
      if (deford) {
        set_order(&u->thisorder, NULL);
        addlist(&u->orders, deford);
      }
    }
  }
  u_seteffstealth(u, -1);
  u_setrace(u, urace);
  u->irace = NULL;

  set_number(u, number);

  /* die nummer der neuen einheit muss vor name_unit generiert werden,
   * da der default name immer noch 'Nummer u->no' ist */
  createunitid(u, id);

  /* zuerst in die Region setzen, da zb Drachennamen den Regionsnamen
   * enthalten */
  if (r)
    move_unit(u, r, NULL);

  /* u->race muss bereits gesetzt sein, wird für default-hp gebraucht */
  /* u->region auch */
  u->hp = unit_max_hp(u) * number;

  if (!dname) {
    name_unit(u);
  } else {
    u->name = _strdup(dname);
  }

  if (creator) {
    attrib *a;

    /* erbt Kampfstatus */
    setstatus(u, creator->status);

    /* erbt Gebäude/Schiff */
    if (creator->region == r) {
      if (creator->building) {
        u_set_building(u, creator->building);
      }
      if (creator->ship && fval(u_race(u), RCF_CANSAIL)) {
        u_set_ship(u, creator->ship);
      }
    }

    /* Tarnlimit wird vererbt */
    if (fval(creator, UFL_STEALTH)) {
      attrib *a = a_find(creator->attribs, &at_stealth);
      if (a) {
        int stealth = a->data.i;
        a = a_add(&u->attribs, a_new(&at_stealth));
        a->data.i = stealth;
      }
    }

    /* Temps von parteigetarnten Einheiten sind wieder parteigetarnt */
    if (fval(creator, UFL_ANON_FACTION)) {
      fset(u, UFL_ANON_FACTION);
    }
    /* Daemonentarnung */
    set_racename(&u->attribs, get_racename(creator->attribs));
    if (fval(u_race(u), RCF_SHAPESHIFT) && fval(u_race(creator), RCF_SHAPESHIFT)) {
      u->irace = creator->irace;
    }

    /* Gruppen */
    if (creator->faction == f && fval(creator, UFL_GROUP)) {
      a = a_find(creator->attribs, &at_group);
      if (a) {
        group *g = (group *) a->data.v;
        set_group(u, g);
      }
    }
    a = a_find(creator->attribs, &at_otherfaction);
    if (a) {
      a_add(&u->attribs, make_otherfaction(get_otherfaction(a)));
    }

    a = a_add(&u->attribs, a_new(&at_creator));
    a->data.v = creator;
  }

  return u;
}
コード例 #13
0
ファイル: scr_play.c プロジェクト: Bob-Z/Open-Master-of-Magic
void screen_play(SDL_Renderer * render,game_t * game)
{
	char gold_buf[128];
	char mana_buf[128];
	SDL_Event event;
	int tile_num;
	int unit_num;
	int city_num;
	int encounter_num;
	int i;
	int j;
	int x;
	LBXAnimation_t * anim_ptr;
	city_t * city;

	local_render = render;

	end_screen = -1;

	selected_group = NULL;

	city = (city_t*)game->wiz[0].city->data;
	cur_tile_x = city->x;
	cur_tile_y = city->y;

	load_font();

	/* Load resource */
	if(anim==NULL) {
		anim = load_graphics(render,"MAIN.LBX");
		if(anim == NULL) {
			exit(EXIT_FAILURE);
		}
	}

	/* Load tiles */
	if(tile==NULL) {
		tile = load_graphics(render,"TERRAIN.LBX");
		if(tile == NULL) {
			exit(EXIT_FAILURE);
		}
	}

	/* Load unit */
	if(unit1==NULL) {
		unit1 = load_graphics(render,"UNITS1.LBX");
		if(unit1 == NULL) {
			exit(EXIT_FAILURE);
		}
	}

	if(unit2==NULL) {
		unit2 = load_graphics(render,"UNITS2.LBX");
		if(unit2 == NULL) {
			exit(EXIT_FAILURE);
		}
	}

	/* Concat unit1 and unit2 */
	if(unit==NULL) {
		j=0;
		anim_ptr = unit1;
		for(i=0; i<2; i++) {
			while(anim_ptr->num_frame!=0) {
				unit = (LBXAnimation_t*)realloc(unit,(j+1)*sizeof(LBXAnimation_t));
				memcpy(&unit[j],anim_ptr,sizeof(LBXAnimation_t));
				anim_ptr++;
				j++;
			}
			anim_ptr= unit2;
		}
	}

	/* Load back */
	if(back==NULL) {
		back = load_graphics(render,"MAPBACK.LBX");
		if(back == NULL) {
			exit(EXIT_FAILURE);
		}
	}

	j=0;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],0,0,&anim[j]);
	j++;
	x=7;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	j++;
	x+=item_ui[j-1].anim->w + 1;
	item_init(&item_ui[j]);
	item_set_frame(&item_ui[j],x,4,&anim[j]);
	item_set_frame_click(&item_ui[j],1);
	item_set_click_left(&item_ui[j],cb_plane,NULL);
	j++;

	/* Main loop */
	while( end_screen == -1) {
		tile_num = draw_tile(game);
		city_num = draw_city(game);
		encounter_num = draw_encounter(game);
		unit_num = draw_unit(game);

		/* Print gold */
		item_init(&item_ui[8]);
		item_set_font(&item_ui[8],font);
		sprintf(gold_buf,"%d GP",game->wiz[0].gold);
		item_set_string(&item_ui[8],gold_buf);
		item_set_frame(&item_ui[8],264,71,NULL);

		/* Print mana */
		item_init(&item_ui[9]);
		item_set_font(&item_ui[9],font);
		sprintf(mana_buf,"%d MP",game->wiz[0].mana);
		item_set_string(&item_ui[9],mana_buf);
		item_set_frame(&item_ui[9],300,71,NULL);

		while (SDL_PollEvent(&event)) {
			if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_ESCAPE) {
				return;
			}

			/* Move selected_unit */
			if(event.type==SDL_KEYDOWN ) {
				move_unit(game,event.key.keysym.sym);
			}

			sdl_screen_manager(&event);
			sdl_mouse_manager(&event,item_ui,ITM_UI_NUM);
			sdl_mouse_manager(&event,item_city,city_num);
			sdl_mouse_manager(&event,item_encounter,encounter_num);
			sdl_mouse_manager(&event,item_tile,tile_num);
			sdl_mouse_manager(&event,item_unit,unit_num);
			sdl_keyboard_manager(&event);
		}

		SDL_RenderClear(render);

		sdl_blit_item_list(item_tile,tile_num);
		sdl_blit_item_list(item_city,city_num);
		sdl_blit_item_list(item_encounter,encounter_num);
		sdl_blit_item_list(item_back,unit_num);
		sdl_blit_item_list(item_unit,unit_num);
		sdl_blit_item_list(item_ui,ITM_UI_NUM);

		sdl_blit_to_screen();

		sdl_loop_manager();
	}

	return;
}