forked from xolatile/xhartae
71 lines
2.9 KiB
C
71 lines
2.9 KiB
C
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/*
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Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
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Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
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And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
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It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
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*/
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#ifndef CHAPTER_5_HEADER
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#define CHAPTER_5_HEADER
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#include "chapter_0.h"
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#include "chapter_1.h"
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#include "chapter_2.h"
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#include "chapter_3.h"
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/*
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Okay, we're finally on chapter five, and now we'll write something fun, not serious and boring. Before the Great Flood, when our ancestors were riding dinosaurs, building
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pyramids, killing African men and mating with Asian women, people didn't have dedicated nor integrated graphical processing units, called GPUs. They only had their terminals,
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built inside some of their spaceships. And what did they do with them? They played terminal rogue-like games, similar to those that archeologists discovered in ancient Egypt,
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Syria, Sumeria, Greece and Atlantis. They were reconstructed around 50 years ago by some guy that made the game Rogue. So, all those myths, sagas and legends about Anubis,
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Gilgamesh, Achilles, Inana, Gaea, they were just playable characters or main characters in those games, with different statistics, skills, attributes and back-story. Now, lets
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make a simple terminal rogue-like game using what we wrote in previous chapters.
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First of all, lets talk briefly about keyword 'typedef' and why I hate to use it.
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*/
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typedef enum action_t {
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GAME_ACTION_IDLE, GAME_ACTION_WALK, GAME_ACTION_REST, GAME_ACTION_CAMP,
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GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR,
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GAME_ACTION_SUMMON_PUPPET, GAME_ACTION_CALL_NATURE, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM,
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GAME_ACTION_COUNT
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} action_t;
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typedef int number_t;
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typedef char * string_t;
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typedef void * memory_t;
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typedef struct game_t {
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number_t active, screen_width, screen_height;
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} game_t;
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typedef struct bundle_t {
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number_t minimum, maximum, current, boosted;
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} bundle_t;
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/*
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typedef struct skill_t {
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string_t name;
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bundle_t stat;
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action_t positive [4];
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} skill_t;
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typedef struct attribute_t {
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string_t name;
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bundle_t stat;
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action_t positive [4], negative [4];
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} attribute_t;
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*/
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typedef struct player_t {
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string_t name;
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number_t x, y;
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bundle_t * health, * armour, * mana, * stamina;
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/*attribute_t strength, edurance, intelligence, agility;
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skill_t blades, axes, bows, spears;
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skill_t puppet_magic, nature_magic, rune_magic, charm_magic;*/
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} player_t;
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extern void play_game (void);
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#endif
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