diff --git a/chapter/chapter_0.c b/chapter/chapter_0.c index 3d6eac2..73dab53 100644 --- a/chapter/chapter_0.c +++ b/chapter/chapter_0.c @@ -346,6 +346,42 @@ char * string_realign (char * string, int amount, char character) { // } /* +Ignore what next two functions do, it's about memory management that we'll cover in later chapters. +*/ + +int memory_compare (void * memory, void * source, int length) { + int offset; + + char * cast_0 = (char *) memory; + char * cast_1 = (char *) source; + + fatal_failure (memory == NULL, "memory_compare: Memory is null pointer."); + fatal_failure (source == NULL, "memory_compare: Source is null pointer."); + + for (offset = 0; offset != length; ++offset) { + if (cast_0 [offset] != cast_1 [offset]) { + return (FALSE); + } + } + + return (TRUE); +} + +void memory_copy (void * memory, void * source, int length) { + int offset; + + char * cast_0 = (char *) memory; + char * cast_1 = (char *) source; + + fatal_failure (memory == NULL, "memory_copy: Memory is null pointer."); + fatal_failure (source == NULL, "memory_copy: Source is null pointer."); + + for (offset = 0; offset != length; ++offset) { + cast_0 [offset] = cast_1 [offset]; + } +} + +/* Again, please consider these 'terminal_*' functions black magic, as well as 'number_to_string' and 'format_to_string' as they are more complex to cover them at this point, we'll talk more about them later... For now, just take a look at how I format the code in them. */ diff --git a/chapter/chapter_0.h b/chapter/chapter_0.h index f9b482b..39eed16 100644 --- a/chapter/chapter_0.h +++ b/chapter/chapter_0.h @@ -219,6 +219,9 @@ extern char * string_reverse_limit (char * string, int li extern char * string_realign (char * string, int amount, char character); // This is a simple function that realigns a string to right, we'll use it way later ahead. +extern int memory_compare (void * memory, void * source, int length); // We'll cover these functions later, they are more complex. +extern void memory_copy (void * memory, void * source, int length); + // In chapter two, we'll explain ASCII escape sequences, for now, consider this to be some black magic. extern void terminal_clear (void); // Offset and clear terminal screen output. extern void terminal_colour (int colour, int effect); // Set terminal character attributes. diff --git a/chapter/chapter_5.c b/chapter/chapter_5.c index 93d514a..f9a1723 100644 --- a/chapter/chapter_5.c +++ b/chapter/chapter_5.c @@ -10,13 +10,10 @@ It is distributed in the hope that it will be useful or harmful, it really depen #define CHAPTER_5_SOURCE #include "chapter_5.h" -/* -static void (* game_action [GAME_ACTION_COUNT]) (game_t * game, player_t * player); -*/ -static number_t game_is_active (game_t * game) { return (game->active = curses_active); } /* So, what are actually getters and setters, and why you should never use them? Lets explain. + @C static number_t game_get_screen_width (game_t * game) { return (game->screen_width); } static number_t game_get_screen_height (game_t * game) { return (game->screen_height); } @@ -25,36 +22,162 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return @ */ -static void game_configure (game_t * game, player_t * player) { +game_t game; +player_t player; + +static void move_player (void) { ++player.x; } + +static void game_configure (void) { curses_configure (); - game->active = curses_active; - game->screen_width = curses_screen_width; - game->screen_height = curses_screen_height; + curses_bind (SIGNAL_W, move_player); + curses_bind (SIGNAL_S, move_player); + curses_bind (SIGNAL_A, move_player); + curses_bind (SIGNAL_D, move_player); + + game.active = curses_active; + game.screen_width = curses_screen_width; + game.screen_height = curses_screen_height; + + player.x = 0; + player.y = 0; +} + +static void game_synchronize (void) { + return; +} + +skill_t * game_skill (string_t name, bundle_t * points, ...) { + skill_t * skill; + va_list list; + number_t action; + + va_start (list, points); + + skill = allocate ((int) sizeof (* skill)); + + string_copy ((skill->name = allocate (string_length (name) + 1)), name); + memory_copy ((skill->points = allocate ((int) sizeof (* skill->points))), points, (int) sizeof (* points)); + + for (;;) { + action = (number_t) va_arg (list, int); + + if (action > 0) { + skill->positive_count += 1; + skill->positive = reallocate (skill->positive, skill->positive_count * (int) sizeof (action)); + skill->positive [skill->positive_count - 1] = (action_t) action; + } else break; + } + + va_end (list); + + return (skill); +} + +attribute_t * game_attribute (string_t name, bundle_t * points, ...) { + attribute_t * attribute; + va_list list; + number_t action; + + va_start (list, points); + + attribute = allocate ((int) sizeof (* attribute)); + + string_copy ((attribute->name = allocate (string_length (name) + 1)), name); + memory_copy ((attribute->points = allocate ((int) sizeof (* attribute->points))), points, (int) sizeof (* points)); - player->x = 0; - player->y = 0; + for (;;) { + action = (number_t) va_arg (list, int); + + if (action > 0) { + attribute->positive_count += 1; + attribute->positive = reallocate (attribute->positive, attribute->positive_count * (int) sizeof (action)); + attribute->positive [attribute->positive_count - 1] = (action_t) action; + } else if (action < 0) { + attribute->negative_count += 1; + attribute->negative = reallocate (attribute->negative, attribute->negative_count * (int) sizeof (action)); + attribute->negative [attribute->negative_count - 1] = (action_t) -action; + } else { + break; + } + } + + va_end (list); + + return (attribute); } -static void game_synchronize (game_t * game, player_t * player) { - (void) game; +void game_render_skill (skill_t * skill, number_t x, number_t y) { + curses_render_string (skill->name, COLOUR_BLUE, EFFECT_NORMAL, x, y); - curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); + curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, y); + curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y); + curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); + curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); + curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); +} - curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y); +void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { + curses_render_string (attribute->name, COLOUR_BLUE, EFFECT_NORMAL, x, y); - curses_synchronize (); + curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, y); + curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y); + curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); + curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); + curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); } void play_game (void) { - game_t game; - player_t player; + bundle_t skill_points = { 10, 120, 0, 0 }; + bundle_t attribute_points = { 1, 12, 0, 0 }; - game_configure (& game, & player); + skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic; + attribute_t * strength, * edurance, * wisdom, * agility; - while (game_is_active (& game)) { - game_synchronize (& game, & player); + strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); + edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_REST, 0); + wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_WALK, 0); + agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0); + + blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0); + axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0); + bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0); + spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0); + puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0); + nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0); + rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0); + charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0); + + game_configure (); + + while (curses_active) { + curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); + + game_render_attribute (strength, 0, 0); + game_render_attribute (edurance, 0, 1); + game_render_attribute (wisdom, 0, 2); + game_render_attribute (agility, 0, 3); + + curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y); + + curses_synchronize (); + + game_synchronize (); } + + strength->name = deallocate (strength->name); strength->points = deallocate (strength->points);strength->positive = deallocate (strength->positive); strength->negative = deallocate (strength->negative); strength = deallocate (strength); + edurance->name = deallocate (edurance->name); edurance->points = deallocate (edurance->points);edurance->positive = deallocate (edurance->positive); edurance->negative = deallocate (edurance->negative); edurance = deallocate (edurance); + wisdom->name = deallocate (wisdom->name); wisdom->points = deallocate (wisdom->points); wisdom->positive = deallocate (wisdom->positive); wisdom->negative = deallocate (wisdom->negative); wisdom = deallocate (wisdom); + agility->name = deallocate (agility->name); agility->points = deallocate (agility->points); agility->positive = deallocate (agility->positive); agility->negative = deallocate (agility->negative); agility = deallocate (agility); + + blades->name = deallocate (blades->name); blades->points = deallocate (blades->points);blades->positive = deallocate (blades->positive); blades = deallocate (blades); + axes->name = deallocate (axes->name); axes->points = deallocate (axes->points);axes->positive = deallocate (axes->positive); axes = deallocate (axes); + bows->name = deallocate (bows->name); bows->points = deallocate (bows->points); bows->positive = deallocate (bows->positive); bows = deallocate (bows); + spears->name = deallocate (spears->name); spears->points = deallocate (spears->points); spears->positive = deallocate (spears->positive); spears = deallocate (spears); + puppet_magic->name = deallocate (puppet_magic->name); puppet_magic->points = deallocate (puppet_magic->points);puppet_magic->positive = deallocate (puppet_magic->positive); puppet_magic = deallocate (puppet_magic); + nature_magic->name = deallocate (nature_magic->name); nature_magic->points = deallocate (nature_magic->points);nature_magic->positive = deallocate (nature_magic->positive); nature_magic = deallocate (nature_magic); + rune_magic->name = deallocate (rune_magic->name); rune_magic->points = deallocate (rune_magic->points); rune_magic->positive = deallocate (rune_magic->positive); rune_magic = deallocate (rune_magic); + charm_magic->name = deallocate (charm_magic->name); charm_magic->points = deallocate (charm_magic->points); charm_magic->positive = deallocate (charm_magic->positive); charm_magic = deallocate (charm_magic); } #endif diff --git a/chapter/chapter_5.h b/chapter/chapter_5.h index c5f1e3a..baa3888 100644 --- a/chapter/chapter_5.h +++ b/chapter/chapter_5.h @@ -25,46 +25,59 @@ make a simple terminal rogue-like game using what we wrote in previous chapters. First of all, lets talk briefly about keyword 'typedef' and why I hate to use it. */ +typedef int number_t; +typedef char * string_t; +typedef void * memory_t; + typedef enum action_t { - GAME_ACTION_IDLE, GAME_ACTION_WALK, GAME_ACTION_REST, GAME_ACTION_CAMP, + GAME_ACTION_NONE, + GAME_ACTION_WAIT, GAME_ACTION_WALK, GAME_ACTION_REST, GAME_ACTION_CAMP, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, GAME_ACTION_SUMMON_PUPPET, GAME_ACTION_CALL_NATURE, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, GAME_ACTION_COUNT } action_t; -typedef int number_t; -typedef char * string_t; -typedef void * memory_t; - typedef struct game_t { number_t active, screen_width, screen_height; } game_t; typedef struct bundle_t { - number_t minimum, maximum, current, boosted; + number_t minimum, maximum, current, booster; } bundle_t; -/* + typedef struct skill_t { - string_t name; - bundle_t stat; - action_t positive [4]; + string_t name; + number_t positive_count; + number_t learning_rate; + bundle_t * points; + action_t * positive; } skill_t; typedef struct attribute_t { - string_t name; - bundle_t stat; - action_t positive [4], negative [4]; + string_t name; + number_t positive_count, negative_count; + bundle_t * points; + action_t * positive, * negative; } attribute_t; -*/ + typedef struct player_t { string_t name; number_t x, y; - bundle_t * health, * armour, * mana, * stamina; - /*attribute_t strength, edurance, intelligence, agility; + bundle_t health, armour, mana, stamina; + attribute_t strength, edurance, intelligence, agility; skill_t blades, axes, bows, spears; - skill_t puppet_magic, nature_magic, rune_magic, charm_magic;*/ + skill_t puppet_magic, nature_magic, rune_magic, charm_magic; } player_t; +extern game_t game; +extern player_t player; + +extern skill_t * game_skill (string_t name, bundle_t * points, ...); +extern attribute_t * game_attribute (string_t name, bundle_t * points, ...); + +extern void game_render_skill (skill_t * skill, number_t x, number_t y); +extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y); + extern void play_game (void); #endif